Hello, I was wondering what the categories for this jam would be (Gameplay, visuals, story, etc). It'll help narrow down what kind of game we want to go for; we probably wouldn't go for a story focused game if there's no story category, for example.
Stead
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Hello!
I know this is a bit late, but I wanted to share some thoughts on how the jam could be improved for next time. (I hope there's a next time!)
More rating categories:
Many devs join game jams hoping to improve their skills. However, most won’t make it into the top 20 and won’t receive detailed ratings for each aspect of their game. Without this feedback, it’s hard to know what to focus on for next time. Most game jam comments are only positive, so having separate category ratings is crucial; 'overall’ rating isn't enough!
Longer Duration for the Jam:
Extending the jam’s duration would address some practical challenges. As seen in this jam, 48 hours isn’t enough for many developers to create a playable game. As a rough estimate, 500 people participated but less than 200 could submit, and only half of those were playable; it leaves very few games for proper rating. Adding just one or two extra days could result in significantly more playable games.
Personally, I think a week is the ideal length for a game jam; it’s enough time to debug and playtest while still keeping the challenge of finishing under pressure
These are just some thoughts I’ve had recently. The jam was an absolute blast, and I’ll definitely participate again if you host another!
Thank you for the kind words! Yeah I agree, I wanted to polish the UI more but you know how game jams are.
The last 10 hours were a frantic game breaking bug fixing session so I never got the time. That's why I compromised and just left some dialogue reminding the player that they might've
missed a reward.
I'm happy you enjoyed it despite the slightly rough UI!
On one hand, I enjoyed it a lot; it has a few very significant problems though.
They can be summed up with one sentence: not enough direction.
The game is built on dying to random things, learning that they kill you
and slowly avoiding them and getting better, so a tutorial would conflict
with the fun of the game. That's not the kind of direction that's missing though, it's
missing the part where it tells the player that random things will kill you and you need
to learn from it. If I were playing this blind, I wouldn't know how to enjoy it and I'd
just stop playing before I realised that it's fun.
That said, the game is fun. Learning to speedrun it and recognise the patterns has been
tons of fun, and I'd recommend it. Just go in with the awareness of what kind of game it is.
The audio is top tier, everything works cleanly, very impressive that it was made within a
week.




