We're currently planning to release the video(And results) next week on Friday.(November 29th)
HelperWesley
Creator of
Recent community posts
Thanks. I based the difficulty on my own skill level.... which was obviously a bad idea, because I've played the game more than anyone. 😅
I'm going back and reworking the randomization and difficulty to hopefully better fine tune it so people can more easily get in to that nice flow of running as fast as possible.
Thanks for the feedback. 👍
That's a pretty consistent comment I've been getting.(Even with the original DeltaChase.)
So I'm going back and completely changing the randomization, reducing the total number of things that show up at any given time and reducing the variety of obstacles. So you can look for 2 or 3 things instead of the current 12 different types of obstacles.
Hopefully that'll let people run faster and run in to fewer surprise obstacles. 😅
Only the top 10 community voted games, the 5 judges' picks, and the favorite game of the guest judge will for sure be in the video, but the rest have a chance of being added as background footage for the opening and in between moments of the video.
And no, only games that ranked in the top ten or are picked by judges will get any prize
As with all of our BIG jams, the community winners and judges' picks will be announced in a video when the judges are finished tallying their votes. So keep an eye on the GDevelop YouTube channel for that video premiere.(https://www.youtube.com/channel/UCmoHIfIerKCZkOOt6zr9inw)
A couple of reminders:
1. Do not update your game on itch before the video goes live. (To give time for the judges to make their decisions, and for video recording/editing.)
2. You can share your game on Newgrounds.(They're one of the sponsors for the jam) You can post an updated version of your game there without waiting for the judge/video editing to finish.
Unfortunately, the marvel universe IP isn't one you have the right to use, so your game has been disqualified from the jam.
It's still technically in the jam, but it won't be ranked with the other games.
If you want to avoid any IP infringement going forward, I suggest that you re-color/modify your assets and designs enough so they don't resemble marvel characters, and change the name/symbols in your game to not be so clearly about the marvel IP.
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You made a neat game for the jam, and I know you thought you were alright if you made the assets yourself, but the "legal right" to use something is often a complicated mix of copyright, trademark, and IP rights. Sorry.
I'm sorry, the official version being judged is the version submitted in the HTML format on itch, unless a technical issue prevented the game from being submitted at all. So I can't let you change your game files now. (But you could suggest to people, in the description of your itch page, that the downloadable version of the game is bug free)
As for players, we're hosting 2 days of gaming (https://itch.io/jam/gdevelop-big-game-jam-6/topic/4137158/2-days-of-gaming) and you can post your game on other sites(like Newgrounds) to try and get more players for your game.(And you can link back to your itch page on those sites, and ask those people to rate your game as well)
As long as it's not an agreed upon thing before hand, and you actually play their game, there's no harm in asking them to check out yours afterwards. 👍
The issue is that people would use the community tab to collect dozens of rating agreements with people, and sometimes just spam all 5 stars without actually playing the game, which completely ruins ratings.😅
I've seen rate for rate spamming ruin the scoring of jams in the past, and I'd like to see a fair and honest jam here.
It's alright to ask someone to play your game if you've played, rated, and gave feedback to their game. But blanket "rate for rate" callouts can really mess with ratings as people try to collect as many ratings as they can without playing/having their own game played.
If I find people posting blanket "rate for rate" posts here, they will be removed. If I find too much of that happening, the community tab will be removed entirely.
AI itself isn't explicitly banned from this jam, but you of course must have the legal right to use all of the assets in your game, which means that AI tools trained on the wide open internet without the permission of the artists that it learned from are not allowed to be used. So the answer is "it depends" on how the model was trained, and what you're asking it to do. As long as neither is breaking copyright, it should be OK.
I hope that helps. 👍
This is good advice, if your game can be played by a single player, people are more likely to be able to give you feedback.
But for the rating phase, we do have the "2 days of gaming" planned, so I hope people mark those out in their calendar. 😉
https://itch.io/jam/gdevelop-big-game-jam-6/topic/4137158/2-days-of-gaming
The same way you do with single player, set up some event that will trigger the leaderboard and send the current player name's score to the leaderboard. You can find the expression for the current player's username from the expression builder list.
If you want only one score sent for the team of players, you could use the condition to check if this player is the host, and then only send the leaderboard info from the host's game.
It's started now, but that answer would have been no.
You're allowed to use assets made prior to the jam, but only if they weren't specifically made FOR this jam. So if you have old games or assets that you own, you can rip them apart and use them for the jam, but you should not be trying to make assets before the jam starts to use in this jam. That would be working on your game before the jam started, which is against the rules.
Hope that clears things up. 👍
Sharing this here so everyone is aware:
For the duration of the jam, all games will have full access to the built-in GDevelop Multiplayer features!
This means unlimited lobbies and up to 8 players per lobby.
This way everyone using that multiplayer system is competing on an even playing field, and the only limitations are your imagination and talent.
Best of luck!
Local co-op games don't count, they need to have some form of online multiplayer gameplay, sorry.
The challenge of this jam is to create the online multiplayer part of the game, so letting some people take the easier local co-op route would be unfair to those who put in the extra effort to make their game work online.
Replying to the comment on Ludum dare. 👋
Seeing RP7 on steam explains why I thought this could be a game on steam, and I noticed the difference in the games that made me realize what I actually meant by "less lines".
I thought I wanted to see less blocks to walk on before needing to turn around, but what it actually is, is that I am seeing too many things on screen. RP7 only shows 1 thing in each block, and you randomly get a new one if you change that block, but in your game I'm overloaded with things on screen because I can see the previous and next options for each block.
Not saying it's a bad change, but maybe there are some tweaks to make in your version to compensate for the extra options on screen.(And unless there's a way to scroll back up, I probably don't need to be shown the bottom row of images)