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What did you learn?

A topic by ColorfulSprites created Feb 27, 2021 Views: 239 Replies: 14
Viewing posts 1 to 7
Submitted(+1)

Hi everybody, 

hope this topic will not be overrun by the "rate my game" storm.

This was my very first game jam and it was fun to create a game in such a short time and I learned soooo much. But as it was the first time and due to time pressure we did soooo much wrong. 
I learned a lot while implementing and illustrating, but I think I learned even more by playing and rating all your games!! 
So many really good ideas and games and very good features.

To learn even more I want to know what did you learn at this jam, maybe something very clever and special?

I would say: Menu and Instructions ingame are really important - we totally messed up with this.
What about you? What did you learn?

Submitted(+1)

Oh I learned a bunch.  One thing I'm glad I avoided was procrastinating completing features.  For example, if you're working on your player's death, complete the whole system before moving on the something else.  If you're working on a specific enemy's AI behavior, try to complete the WHOLE enemy before moving on the something else.  When you're working on a game with no deadline, it's somewhat fine to bounce around, but when you only have a week, doing so will only start to pile more and more incomplete functions into your game.  It's also more speedy in my opinion to do so, which is how I managed to implement a bunch of different stuff in my game.   Theres a bunch of other stuff I learned too I think.  Jams are surprisingly informative lol

Submitted

oh yeah that's a good advice :D  I will certainly stick to this in my next jam

Submitted(+1)

My first jam too. 

I think I learned more from other people's games than mine.

The importance of color palette. This is huge. Can make or break a game. I knew this was important but the jam showed me how much. 

Also, difficulty. A game too easy is boring, but it's better to lean towards the easier side. It's hard to have good pacing in a game and the worst thing is an unfair stage. I have a level which I thought is too easy so I added more hazards, which made a lot of people to feel frustrated with this specific level. But, had it been too easy, people won't feel something special. And it's better to have a neutral level than a frustrating one. 

Submitted

Oh good point!
Specially with the lack of time it is difficult to design your levels balanced!

Submitted

Balance difficulty and making people understand how to play your game, is usually some of the greatest issues with jam games. I will always recommend making the game relative easy, even though I don't always follow this rule. I will in general also say that when I feel a jam game is too easy, it's usually because the gameplay idea is a bit too simple. 

Submitted(+1)

I learned better methods of hiding level streaming to have my games remain with no loading screens. This was the main reason I wanted to make this game since my bigger project is planned to almost have no loading screens. I also have a bit more experience with being stricter and exact with LODs. I know I learned smaller things from this jam but I can't really think of anything else too significant. 

Submitted

Ah interesting! Where did you get those methods from? Did you learn them by yourself or can you recommend a source?

Submitted

I learned what I needed from this video though I use a slightly different but easy method than what is shown here. After that you pretty have the fundamentals, next is hiding it from the player and just trying things out.

Submitted

Thanks a lot!

Submitted(+1)

hi all, I wrote a complete post about it here https://itch.io/jam/brackeys-5/topic/1231056/yin-and-yang-in-search-of-harmony-lessons-learned

Submitted

Yeah I read that! Impressive post with a lot of information!

Submitted

thank you. Glad you found some value for yourself!

Submitted

I learned I am still a stupid old man, making weird games that no one really seems to like playing. But who cares. I still have fun making them.

Okay to be a bit more serious, I'm not sure I learned much new developing the game. But like Nym-Phi  mentioned, that by seeing what all you amazing weirdos makes is really inspiring. And I from them I still learn a lot about what to do and what not to do.

And if nothing else I got reminded that I like the 7 day jams better then the shorter 2-3 days jams. But like I already have mentioned I'm pretty stupid, so my next jam will most likely be a one hour jam.

Anyway I hope you all have learned something, you can use for your next game.

Submitted(+1)

I learned that I'm pretty stupid, and also learned that game jams are pain lmao

Jokes aside, it was my first attempt making an actual puzzle game, and I learned a lot about level design from making my game and playing others.