This was a very interesting blog post, and somewhat relevant to us as well as wer'e based in Ireland so we have fairly similar rules. We recently registered our business name (which is a legal requirement over here) and are hoping to release our first commercial game in a few months (we're hoping to have the demo ready for NextFest in February and if all goes well we should be releasing the full game before Summer 2026). I look forward to following your journey, and I'll keep my fingers crossed for you!
LazarusCraven
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This is the YouTube video I used.
We've decided to give up on the jam this year. We spent the last two days trying to make the game fun but our hearts just weren't in it, unfortunately and nothing was working out. Looking forward to playing everyone elses games!
Aseprite can be compiled yourself for free if you're comfortable doing that (I can post the link of the YouTube video that I used to help me do it). It's completely legal, the creator puts the uncompiled version on Git for people to do that. It's what I did to try it out to see if I would like using it before spending money on it.
We're still kind of working on the platformer, so there's still a small chance that we will end up submitting it. It's meant to be a puzzle platformer very loosely based on Greek mythology, where the player plays as the goddess Nyx and she must carry tiny worlds up a mountain for Gaia so they can be put into the sky and added to the solar system. Almost all of the art is done, and the animations, the basic controls, start screen and options menu, but we just can't find a way to make the puzzles interesting or engaging. I think that despite the two of us loving puzzle games, neither of us is smart enough to actually make one, lol!
I started using a different art program very recently, so it's still fairly new for me. This jam has been my first time using it for animating, which was definitely a learning experience even though it's far easier than the previous art software that I have been using for the last few years.
This will also be our first fully 2D game, and also our first platformer.
Edit: We're really not happy with how the game is turning out so we've decided to drop out. Good luck to everyone who is staying in though, and hopefully we'll be back again next year!
Set up your games page and go to its dashboard. At the top of the dashboard you'll see "Edit Game", click on that. Then click on "More" -> Admins and enter your team members username or profile URL into the box and click the "Add Admin" button. You'll get a link to send to your team member so that they can agree to be added as an admin, when they accept this link go back to the page where you entered their username/URL and tick the "Display as Contributor?" box. (Note: Whoever sets the page up won't show in the list of contributors, but they will have all of the privileges.)
Hope that helps, and if it doesn't let me know and I'll post some screenshots.
You don't have to make it work in the browser, but generally people prefer to play the games through their browser rather than download an exe file, so you risk having less people play it than if it was a browser build.
Last year plenty of people had download only games though and they still got people playing them so I wouldn't worry about it too much.
Godot allows exporting for the browser as long as you're choosing in GDscript. We did this last year using the html export option. (Documentation link: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html and if you'd prefer a video we found this one to be good during the jam last year:
)
One thing I'd recommend is to instantiate any special effects, etc. in the background of a loading screen for your levels as otherwise there will be a small lag the first time the player encounters them in the game. This doesn't happen with downloadable exports, only the browser version.
Have fun! And try to plan something small and simple, get that working, and then add in any of the fancy stuff afterwards. Just focus on trying to get something that you can turn in without running out of time.
I chose Pixel Art Characters: Design & Animate a 2D Character. I haven't started it yet so I don't have any feedback on it, but I just wanted to let you know that the courses are also all on Udemy and people leave reviews on them over there so it may be worth taking a look at those if you don't get many responses on here (that's how I decided on which course I wanted).
Your game did so well, very impressive scores, well done!
This was my 4th jam, but I was only an artist in the other 3 and we never submitted anything because we always ran out of time. This was my first jam where I did some coding as well as art. I started learning Godot in October, had literally never written a single line of code before it so I am a very early beginner. My team mate had messed around in Unreal Engine for a while, but didn't get very far with it so they decided to start learning Godot with me. I am absolutely delighted that not only did we manage to submit something, but it was something that many people seemed to enjoy!
We are planning on continuing working on it and updating it on here (we will upload the updated version separately though, we like the idea of keeping the original version on here so anyone who is curious can see how it started), not because we think it's good enough to be a proper game but because we both enjoyed working on it and we have a good idea of what we want to try to turn it into. We both hope to be devs some day, but we still have a long path of learning before we can even start taking steps towards that goal.
