Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Post your game to get rated and worst thing that happened during development!

A topic by Berti created Aug 31, 2025 Views: 1,813 Replies: 112
Viewing posts 1 to 20 of 60 · Next page · Last page
Submitted (1 edit) (+1)

I wanna check out and give review for some games and have been going through the unrated section, but would love to get a curated selection as well! Mostly though, I wanna hear some behind the scenes stories of things that happened during development.

For me I just ended up spending 50% of the time trying to get the darn game-play animations to have the right timings, I don't know why it took me so long and then I was rushed the rest of the time!

And also I was so stressed on the last day that it felt like my heart was gonna explode!

/jam/brackeys-14/rate/3847512


Submitted

https://itsmostlymagic.itch.io/biscuit-bandits


our ending bugged right before submission.. thank god for the grace period!

Submitted (1 edit) (+1)

Classic, endings are an absolute nightmare during game jams! For both the jams I've done, the ending was probably tested 1-2 times because we were right at the deadline!

Also, the art style on your game is insanely good!

Submitted(+1)

Yeah, really cool visual style!

Submitted

Yoooo I love the game style I'll surely check it out soon! In the meantime here's ours! https://lemonpickle.itch.io/kero-kata Hope you like puzzle games! 

Submitted

Definitely in my S tier in terms of graphics for this jam!

Submitted (2 edits)

Cheers! That is an awesome thing to hear, so happy you liked the graphics!!  Completely forgot to write something bad that happened during the jam. So we're a team of 3 with one programmer right. I'm the artist and imo my job was quite chill but the programmer had to pull a whole AI system in like 2 days? He managed but apparently had to later cut down on some features because they weren't working well with the AI T-T Other than that, compared to all the other jams I did, this was smooth sailing!

Submitted

I can relate unfortunately! My sister did the drawing and I did the rest, sometimes she would be off taking a break while I'm having a mental breakdown over having to read my own code! But to be fair, it is self inflicted...

I can imagine how writing an AI for this kind of game in two days would take it's toll! But it all turned out great!

Submitted

Really nice atmosphere and polished graphics!

Submitted

Hey There, Here's my Jam submission: Racookie Heist and as for any Drama during development not so much the game was imple to make just time consuming and i had to stay up all day and night during the entire time and the only MAJOR problems happened when i submitted my game. you see after publishing my game i was unable to Comment on others games and Do anything in the Community tab and So i was pretty late to advertising my game for the jam because Itch.io Customer support was pretty hard to talk to and every time i sent an email asking them to fix my account i got a Bot reply that your Email has been sent and is being veiwed by our team and whatnot and it really stressed me out and after a lot of emails, eventually my account got Fixed and i can now finnaly use the community tab. also during development i tried Building my game in a webGL format but it just didnt work and all the textures were missing so i resorted to downloadable windowes executable.

As a reminder after this long message do try out my game it means a lot to me. ill be sure to try out and rate your game tomorrow ;D
/jam/brackeys-14/rate/3850124

Submitted

Tried it out! Nice fun short game and I rated it! My main problem was also time. We accidentally started 3 days late so we were really rushed! By the end I felt like my heart was gonna explode from the stress and coffee. 

Submitted

/jam/brackeys-14/rate/3844522 our artist had to go to hospital

Submitted

That's definitely the worst thing I've heard so far! I really hope they're doing well now. Will play and rate momentarily!

Submitted

If possible please try it and hope u enjoy /jam/brackeys-14/rate/3851706

Submitted

Had fun! I hope you enjoyed your first jam!

Submitted

The absolute worst moment in the late development stage was that we realised godot didnt support most c# exports! I unfortunately had to translate all the code to gdscript before the page was up :(. Hope you can give some feedback on our game! (I'll make sure to check out yours too!) 

/jam/brackeys-14/rate/3849296

Submitted

Aww Man That is tough. I dont know much about Godot but what i do know is that it mustve been a pain to manually edit all c# files in way so they actually funtion. 
Ill be sure to try out you Game tomorrow as its getting late for me, In return here's my game, Be sure to comment on how it was and Be sure to Rate it :D
Racookie Heist

Submitted

Tbh its like 3 in the morning for me as well so I can relate :(. Will check out your game once I wake up tho! 

Submitted

Like this one a lot! If this kept getting worked on I would definitely play it! I like the idea of a sort of vampire survivors game but you have to kill fast enough to keep your meter up!

That's one of the main reasons I never switched to c# for godot, even though I much prefer the language. It feels like Godot punishes you for choosing c# over gdscript, and I much much prefer having my engine work quickly over whatever language features.

I think everybody has had a moment where you build the project a bit later in development and have an "oh crap" moment,  I also try to build periodically now!

Submitted

Thanks for playing it! We do plan on improving the game. And also yeah gdscript just works too well on godot so there isnt really any reason to code in c# unfortunately. 

Submitted

Here is the game my brother and I worked on: /jam/brackeys-14/rate/3850510


The worth thing that happened during development was the third stage appearing instead of the first stage after the player would beat the game. However, we managed to fix it before submission!

Submitted

Our team was also me and my sister!

Glad you managed to get that fixed in time, we had to publish a fix for difficulty 8 minutes before the deadline! Stressful!

Submitted

Here's the game I made /jam/brackeys-14/rate/3848899

My game had progress automatically set to like halfway through the game after I submitted, because It was midnight and I was too tired to test. I'm so happy that grace period exists 

Submitted

This thread is making me realize how many shared issues we all dead with lol.

I published a build right before the deadline where the required score to win the last level was 1 instead of 1500. Had to fix that super fast! I didn't even know you got a grace period, maybe I wouldn't have been quite as stressed about it.

Anyway, love this game, so much animation going on. I assume there's animation players, tweens, and interpolation functions all over the place!

Submitted

There was a bug that completely broke the game, and the third and fourth levels got corrupted for some reason I had to recreate them almost from scratch.

/jam/brackeys-14/rate/3850897

Submitted(+1)

That sounds like a really big setback! I can't recommend enough trying to learn the basics of Git so you can make snapshots of your project whenever you want to backup and restore super easily! The GitHub desktop app is fairly straightforward!

Anyway, this game is really cute in a way that makes me feel bad when I stop playing it. Had a lot of fun!

Submitted (2 edits)

/jam/brackeys-14/rate/3849880
We started the game jam late on Tuesday evening, so we had little time, and we really felt it in the last few days as we were still trying to decide what to do for most of our game! 

Submitted

We also started with only three days or so left (it's a blur) because we forgot the jam was happening!

I don't think this shows at all that it was rushed, I really really liked this one for some reason, it just has a particular vibe!

Submitted

Nothing terrible happened but my computer almost died for a whole day and I had to rush the dialog system in the last minute. 
/jam/brackeys-14/rate/3848518

Submitted

This is one of my favorites in the jam. Absolutely love the sprite work!

I too have had to implement an entire dialogue system (and cutscenes) on the last day before, it's especially terrible because it just feels like no matter how much you work there's still more to fix...

Submitted

Here is the game Rate Grapple Cat by Bearkn for Brackeys Game Jam 2025.2 - itch.io

During the last 2 hours of the game jam when we were getting ready to build and publish the game. We had a bunch of compile errors happen only to realize that it was because of the build setup and I had left a space bar in a section that should have been empty. Luckily we got it uploaded in time :D

Submitted

That sounds like it would be terrifying to put together that first build and see that it's not working with only 2 hours left!

Somehow we didn't end up with any build issues this time, but in the last game we made, there were some assets that got moved or missing, and Godot had just kept chugging alone since it caches everything. As soon as we went to build, everything just turned into a completely unplayable mess...

Luckily I had everything on Git and managed to find all the broken references, but that was not cool! Git is my friend, building early is my friend now too :)

ALSO! Very cool game, everyone should give it a try

Submitted

I wanted to make the player go back to the starting scene when they finish the game so they can find the "secrets" they missed the first time they play. I learned about the chaos of circular dependencies in Godot the confusing way. But hey, I got a good refresh on how to use git reset --hard

Oh! And I remember being hella confused with the dynamics of CanvasModulate and Light2D nodes. All other tutorials show it works, but mine did not.

.。・゚゚・(>_<)・゚゚・。.

And also I was so stressed on the last day that it felt like my heart was gonna explode!

I had this feeling, too! But the over-consumption of energy drinks might have played the biggest part.


Please do take time to play our game. Here's a synopsis:

Breath-taking Risktaking is an atmospheric, top-down 2d game. You need to maintain your light through breathing. As you breathe, find the exit. While you find the exit, you can trigger consequences (some can help, some can hurt, some can interrupt, some are duds). Look for notes, secrets, and maybe a biscuit!

Game page - https://pangwashere.itch.io/breath-taking-risktaking

Rating page - /jam/brackeys-14/rate/3846516

Submitted(+1)

I haven't personally run into circular dependencies in Godot yet, but in a way that makes me even more concerned because I know they've gotta hit someday 

And yes! Git! Git is my favorite thing in the world, Git is great, Git saves lives!

I *have* run into really weird 2D lighting issues in Godot though, I think that particular chunk of the engine has not received proper love over the year, it all felt kinda broken and backwards when I used it in the past. I think a lot of people completely disregard it and program their own 2D lighting because it's so bad.

When I was still in college I had a class where we had to make a game for a "client" aka another student with an idea. Our client wanted us to make a relaxation game, with breathing exercises and 6 different mini-games to help with different negative emotions. But the kicker is we had to program the whole thing from scratch in Java with no game framework! This game really reminded me of working on that project, but I'm just rambling lol.

Anyway, I really liked your game! I struggled a bit at first understanding what was going on because the mouse indicator didn't show up until screen 2, but it was fine from there!

Submitted
I haven't personally run into circular dependencies in Godot yet, but in a way that makes me even more concerned because I know they've gotta hit someday

For your future reference:

If you have an exported custom property that accepts a PackedScene that represents the next scene of your game level and you wish to go back to the beginning scene when you finish the last scene, don't use your beginning scene for the custom property. That creates a circular dependency (Haha.. Writing this now, that should have been obvious!)


And yes! Git! Git is my favorite thing in the world, Git is great, Git saves lives!

When I taught my students Git, I told them it would save them a LOT of time to learn it now. But of course, I get zipped projects called "Final final project - Final" at the end of the year and I know those students won't be taking programming as a career.

(⇀‸↼‶)

I *have* run into really weird 2D lighting issues in Godot though, I think that particular chunk of the engine has not received proper love over the year, it all felt kinda broken and backwards when I used it in the past. I think a lot of people completely disregard it and program their own 2D lighting because it's so bad.

Imma be honest.. I am traumatised by Godot's 2D lighting that I am now gonna learn 3D just in case I need to make a game with lighting.

When I was still in college I had a class where we had to make a game for a "client" aka another student with an idea. Our client wanted us to make a relaxation game, with breathing exercises and 6 different mini-games to help with different negative emotions. But the kicker is we had to program the whole thing from scratch in Java with no game framework! This game really reminded me of working on that project, but I'm just rambling lol.

You saying "Java" made me guesstimate your age, because Java seems like an ancient language with other languages being the preferred choice. But then, when I was in college, we had to code using C.

(* ̄▽ ̄)b

And I am a rambler, too. So no worries!

Anyway, I really liked your game! I struggled a bit at first understanding what was going on because the mouse indicator didn't show up until screen 2, but it was fine from there!

Really appreciate you taking the time to be trolled play our game. And remember, breathe and take risks!

Submitted (2 edits)

Ah that explains why I haven't hit that issue yet! I avoid using @export for loading levels specifically!

exported custom property that accepts a PackedScene that represents the next scene of your game level

Behind the scenes the @export decorator functions similarly to a preload call. Meaning that when you load a scene that contains an @export anywhere in it, that exported property will be preloaded, aka loaded from disk into memory. If you have a Level1 scene, with an export to Level2 anywhere in it, and then Level2 has an export to Level3... you see where this is going. If you do it this way you load your entire game as soon as Level1 is loaded! This isn't necessarily that bad for a very small game, it even will reduce load times! But generally I prefer to use a system that will "lazy load" my levels only when they're being switched to! This preloading is also what causes the circular dependency!

You saying "Java" made me guesstimate your age

I'm only 25! lol. 

I worked with C a lot too for fundamental classes involving low level concepts like OS, Multithreading, etc, but one of my professors who focused more on the development of actual software was a Java guy! So when I would take classes with him he wanted us to work in Java! He usually allowed us, or even asked us to make video games for the class because they're just more fun! I ended up developing custom particle systems, video players for cutscenes, "shaders" (we couldn't access the GPU, so really just forcing the CPU to run processes on pixel arrays and then using the array as an image, which required a lot of optimization!) I could go on and on, but I really enjoyed hacking together a game "framework" from the ground up! I still find graphics programming my favorite!

Anyways, more rambling! Thanks for giving me a chance to reminisce! 

Submitted

For me it was all pretty smooth going, (which is pretty unusual lol) but I did have one disaster mid development.  My game revolves around racing against NPC players. the NPCs are just pre recorded ghost data, so any change to the course would get them out of sync. You can probably see where this is going, so I had just finalized 50 ghost data replays, and gave it to some testers, but they didn't like the movement controls and the level was WAY too hard. This meant I had to discard all the ghosts so that I could adjust the physics and course design without any weird playback. I managed to get all the ghosts re-recorded with the help of a friend, but it was a pretty bad mistake! Just another reason to playtest often!


here's the game: /jam/brackeys-14/rate/3850016

Submitted

As soon as you said pre-recorded ghost data I immediately knew where this was going...

That sounds like a nightmare! I would be slightly upset with the play-testers even though I knew they're right! I'm glad you were able to get everything recorded in time. 50 ghosts is a lot to record during a short game jam, especially at the end, I would go crazy!

Also, it was worth it, the recorded ghosts system is my favorite individual game mechanic I've seen in the jam so far, it's so fun to just pick out an individual and watch what happens to them!

Submitted

Yeah it was pretty crazy, but I'm glad it worked out! Thanks so much for the thoughtful review!

Submitted

No, problem :D

Submitted

Hey check out our game too!!

/jam/brackeys-14/rate/3850040

Submitted

Already checked this one out earlier!

Really addicting game-play feel. I think if there was all kinds of clutter to dash into and break, and the camera was zoomed out a tiny bit more, this would suck up a lot of my time! It kinda reminds me of all the destructible props in Dark Souls, and rolling through them lol

Great game!

Submitted

I can relate to your situation, Berti!

Here is mine:

/jam/brackeys-14/rate/3850094

For me, the Dragon heads that spit fire took longer to develop than I anticipated, and I fell short on some polishing time... haha

Submitted(+1)

I can see how the dragon heads would take a while, especially if you can block them with the stones! I think I heard this is your first game you made in Godot? This is really really good if that's the case! I hope you stick with it!

Submitted

Yeah, first time with Godot...

I was putting getting into Godot aside for a while, but I bought a really nice course on the basics and this is somewhat my 'graduation project' haha!

I really love how powerful it is with the way you can connect everything , while being able to customize and generalize what you need... Super powerful! Definitely will be my 'go to' engine now.. hehe

Submitted
Deleted 1 year ago
Submitted

I stood still on the first screen for an embarrassing long time because I didn't realize you could move around in this game! That is 100% on me though. I just wish there were a bunch more random encounters because the shooting and strafing is pretty well implemented!

Submitted

This entire game jam was filled with ups and downs. The scariest part was probably right before we were going to publish the game one of our players found a game breaking bug and we scrambled to figure how to fix it before the deadline and it was just a whole mess and the programmers were freaking out. We got it in the end and I’m so happy with how it came out. 

Our team made a Va11-Halla inspired game set in a cyberpunk style world where you play as a hacker making code to get data. Check it out!


/jam/brackeys-14/rate/3850716

Submitted

There's always one weird bug that shows up right at the end and makes the programmers start freaking out, never a fun experience. Why's it always gotta be right at the end too?

Really good game also!

Submitted

Hey there!

This is the first jam that had a fight happen on my team! XD We don't have a dedicated game designer, so everybody was trying to share their thought on the game design. Andd.. with too many heads working on the design in such a short time, there is a fight between team members. Sadly, one of our team quit in the middle of the jam because of it :(


Anyway, we managed to complete the game!

description: Play as a hungry office worker who tries to get as many biscuits in the office while fighting his co-worker! XD

url: https://anasbayu.itch.io/after-hours-rush


Submitted

That's not a fun experience to have to go through. I've had similar experiences before on our game jams, usually everyone comes to me as a single source of truth as the lead developer, but in reality I don't always know exactly what needs to be done or the answers to everything!

I hope everything works out well in the future, this game is really really good!

Viewing posts 1 to 20 of 60 · Next page · Last page