Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

I'm no expert but defining a managable scope is probably the most important thing. If the vision you have will take too much time, it's better to ditch it and go for something simpler.

Another thing is cutting corners in your systems. In a jam you don't need complex systems in your code- if you're on a tight time frame, go for the quickest options that work. Also, if you've made other games in the past then recycling scripts can help.

Same for art, sound etc. Go for a solution that serves the purpose of your game but doesn't comsume too much time.

thank you for the advice!!! i defo made the mistake of trying to make a full on roguelike which was WAY too big for the scope of the game. i still did it tho but it ended up taking too much time lol