Yes, that's the case when I made a souls difficulty level without even knowing about it 🔥
EmberNoGlow
Creator of
Recent community posts
Hi!
100-150 hours?! You machines! There are 168 hours in a week, haven't you slept?!
Regarding mistakes, I can give you some advice:
Make the easy games, but do them well. You can even clone mobile/browser casual games (but add your own mechanics). Many, like me, get carried away by ambition.
Don't work yourself to the bone. It's for your own health. And besides, breaks increase your productivity.
Using task managers is a waste of time. Just have a clear plan (which is already automatic for game clones).
YOU DON'T NEED TO WAIT FOR ASSETS. Your team should have assigned responsibilities. One artist, one programmer, one sound engineer. THAT'S IT. If you have three programmers, then yes, it's chaos. And most importantly, MAKE A PROTOTYPE WITHOUT GRAPHICS FIRST! Because you'll slow yourself down. Making gray cubes isn't scary, it's effective.
Go for it!
The way to create games is to learn from your mistakes. Good luck in the future projects!
Preface: This isn't a rate-for-rate thread. I'd love to hear how your jam went and have a genuine discussion about our experiences.
Hi everyone! Hope you all had a great jam!
How was it for you? Did everything go as planned, or did things fall apart halfway through? What are you most proud of, and what would you do differently next time?
This was my third jam. Funny enough, I ended up making my game in a single day after our original team plan didn't work out. That's jams for you - you never know what's going to happen, and sometimes you just have to adapt!
I ended up with a small game inspired by old mobile games, made in Godot. If anyone feels like taking a look, I'd really appreciate honest feedback!
Game: embernoglow.itch.io/spinning-squeezer (rate/4716343)
Looking forward to hearing your stories, and good luck with your future projects! 💕💕
Hey! This was my third jam, too, and I probably created my best game yet, thanks to the fact that I was actually a little late. It all happened because my team and I weren't getting along very well, so I ended up moving to another team and trying to make my own game, but everything went awry, and I ended up enjoying the chaos and tension. I made the game in Godot in just the remaining two days (to be more precise, I spent about 7 hours on it, since I took breaks and wasn't really into it). But damn, during this jam, I realized that YOU NEED TO MAKE SIMPLE GAMES, not masterpieces. This was a very valuable lesson for me, since my previous games were low-rated due to overly complicated gameplay. Anyway, if you're interested, click. I wish everyone good luck and growth in your projects thanks to jams like these!
Making games alone is hard. Especially when you realize that the jam is already coming to an end, and you've only begun! The illusion of control - I thought so too, but when I started working in teams, I realized that if you're too lazy to do things like particles, you can blame everything on your partner. And besides, the biggest advantage of working in pairs is that at the end of the jam, you can confidently blame your partner for doing too badly, haha, just kidding.
Yes! Generating ideas is always difficult, so I sometimes clone many popular games and simply change their mechanics. In my opinion, this immediately gives me an idea of what the final game should look like.
Regarding levels: I think it's not the quantity that's important, but the quality and variety. Heck, guys and I still play Quake 3 on the 3-5 maps that we liked the most, and we've been doing so for a long time!
I'll definitely see what you've done there)


