ghandpivot
Member
Oh look, it's one of those stupid platformers. Making it all the way would be...
Just because it's a 10-day jam, it doesn't mean you have to take all 10 days. I certainly didn't work on my entry for anywhere near the 10 days allotted, and all entries thus far show evidence of that. If you want to talk disadvantage, flying solo is a much bigger one than having only a few days out of 10.I absolutely supported the idea of a 10-day jam when it was introduced, and overall I'm glad we did it.
That being said, now having (mostly) completed a 10-day jam, I can say that I prefer the 3-day version over this. For 3-day jams, I worked my hardest for a short and intense period of time, and then it was over and I could move on with my life. But 10 days is a long time for something like this to be constantly hovering over my head. I know many people approached the lengthened period as an opportunity to spread out their work instead of packing in more work, but I simply don't do things that way. For 10 days, through Thanksgiving, I felt a constant urge to devote every moment of my free time to this - and that if I didn't, I was disadvantaging myself. By the end, I felt less like I had accomplished something awesome and more like I had just wasted a week.
I wouldn't mind seeing a few more 10-day formats every now and then, since I know there are certain advantages to the extended length, but I probably won't take part in one again.
I realize this, but I guarantee you that at least one team out there has used at least 8-10 days, and that team is undoubtedly going to be advantaged. Personally, I felt the need to use as much time as I had.Just because it's a 10-day jam, it doesn't mean you have to take all 10 days.
I’m not actually flying solo - I have a teammate working roughly the same amount of time that I am.If you want to talk disadvantage, flying solo is a much bigger one than having only a few days out of 10.
Again, I realize this, and for that reason I’m not advocating against the 10-day format in any way. I’m merely stating my personal preference. There are certainly advantages to the 10-day format, however I personally did not enjoy the format as much as others may have (in large part because I had no need on this particular week to be granted extra time).The chances of having 3 convenient days is much higher if participants have their own choice of 10 days, than if the moderators pick 3 fixed days for everyone.
I seem to have got one virus for the Jam, too. I hoped it would result in a sick game (in an "awesome" sense of the word), buuut it wasn't the case. I guess starting coding on the final game idea around late Saturday (earlier idea didn't work out) and fanatically replacing most placeholders had something to do with that...PS: The real irony of the project is that I caught a real-life virus of my own while developing it. Damn.
Thank you !The Jam ZIP is in
The rules don't require you to vote, but I think not voting defeats the purpose of participating the Jam. The point is to see what your peers would have done in the same position you have been, and learning from their techniques and mistakes entails voting for yourself what's worth taking with you. If you don't want to do a full-fledged video or long-form review, that's fine, a sentence or two summarizing your findings is good enough.Are you required to vote? If you don't, does it affect your ranking in any way?
I'll try my best to find time to play some games and review them, but I'd still like to know.
It's been said in the past that using pre-made resources is okay, as long as they weren't made specifically for your jam game. I'd say what you're suggesting is acceptable, but also seems like its in that gray zone. I think someone else suggested that if you make those resources available for everyone ahead of time, it evens the playing field.A lot of comments about going back to 3 day. As everyday is basically a work day with kids - no chance to cram development into a couple of days. I hope we can still have at least one 10-day jam a year.
That said, I think I'll try be smarter about the 3 day jams - have a template project with camera/menu/pause functionality/sound options/controls ready to go. The stuff that every game needs (or should have if finished on time)
Or is this cheating?
Yeah, I use a template project which just has some basic stuff I would usually copy/paste anyway. Such as scaling, automatic menu placement, and basic options.A lot of comments about going back to 3 day. As everyday is basically a work day with kids - no chance to cram development into a couple of days. I hope we can still have at least one 10-day jam a year.
That said, I think I'll try be smarter about the 3 day jams - have a template project with camera/menu/pause functionality/sound options/controls ready to go. The stuff that every game needs (or should have if finished on time)
Or is this cheating?
I've been doing these jams for a long time and I've always said I would make some template stuff. And I never have. Woe is unto me. I'm always defeated by scope, mainly because of menus, front-ends, transitions, music systems (music system got the best of me this time), etc. Someday...Yeah, I use a template project which just has some basic stuff I would usually copy/paste anyway. Such as scaling, automatic menu placement, and basic options.
Sometimes that's really the best thing though.I didn't even bother making a menu this time. Didn't seem necessary, and I liked putting the player right inside the game as soon as it opened.
The evil voice at the start takes away your Armour and Weapon and tells you you'll never make it through his dungeon. I knew it was subtle but I didn't want to spell it out...Theme: Adherence to the theme... I don't know what theme this is supposed to be...Adapt? Dodging enemies is pretty much in every game, so seems pretty weak. 1/5
The concept was that the character was recounting their day, hence any mistakes you make are the character misspeaking, so you could rewind to backtrack and correct the mistake.Moving time forwards/backwards was surprisingly well-done, even if there wasn't any clear tie-in for it to the game's central idea.
The theme we had in mind was adaptation, that you'd adapt to the unforeseeable obstacles through rewinding. I think this would've been more apparent if we had multiple rooms of obstacles and replayed the player's successful run-through at the end like we had planned but ran out of time to end up doing so.Is the theme... overcome all odds? Seems a bit weak, and the game's biggest mechanic didn't seem to have a strong tie to that theme.
I'm not particularly fond of games like that either so I can sympathize, but I felt our use of similar gameplay was somewhat fair as the ability to rewind makes it far less tedious to play. We didn't intend it to be a difficult game skill-wise, there are quips that come up when you "die" that tell you the intended way to deal with an obstacle. The room with the cars is the only bit of gameplay there is, followed by a short cutscene so I suppose you didn't really miss much.However, I have very little patience for games whose difficulty rely on you not initially knowing what's about to pop up or just sorta repeating really difficult sections over and over (like IWBTG), so I didn't get far into it.
I SO know how you feel! I did the same thing. I'll download and rate yours if you do the same for mine? (I'll do it anyway. It really sucks to invest so much effort and time then get screwed by a stupid mistake.)Nooo!
I messed up my game! Crap. I moved the character to do some bug testing for a quick fix and did not move it back. So half of the game is just cut, and it's the half I liked most...
Here's a download where the player is moved to the start of the game and not the middle of it.
This really sucks.
Here's a video for those of you who do not want to play the game at all. I wanted to showcase at least one death in the start just to show how much effort I put into making the player being thrown by the boulder
hey @Alice , I messaged you in our convo about me messing up and forgetting to put my itch.io game on public, could you please add it, it was made before the end of the JAM, Thanks since this is my first ever game for a JAM and I really worked hard on it with my friend.The voting begins!
With ~26 entries total, the voting will last for around 15 days until
Tuesday, 11th December, 23:59 UTC
DOWNLOAD ZIP (~600 MB)
The ZIP with all entries is linked here. The ZIP includes, aside from the games themselves, a Jam Player tool. It is strongly recommended to use Jam Player to play the games.
Mega: Whole ZIP
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Let's get voting!
try out my game by clicking the link if you want and give me feedback since I'm here to learnI really wanted to participate in the jam and I had totally planned on it, but another project came up at the start of the month that I just couldn't pass up, so it took priority, leaving no extra time for the jam.
Guess I'll just shoot for playing and voting then. Sounds like quite a number of people made mistakes with their jam versions though? That's unfortunate.
I think I'm going to play some of the re-ups instead of the jam versions, and vote based on those. At least, in some of these cases, it just feels like people shouldn't be punished for the little mistakes like these.
Thanks man, as a first time developer this is great, please include as MUCH constructive criticism as you can!I'll include yours to my reviews too, @Micnasr.
Thanks again and link me the post so I can check it outI'll include yours to my reviews too, @Micnasr.