Skip to main content

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

On Jams, Motivation, and Letting Go

Looking Back

Hey, thanks for stopping by.

This post is a loose reflection on my last year making games.

2025 was, in practice, my second year developing games with some consistency, while still balancing it with my main job as a web developer, which continues to take up most of my time.

Throughout the year, I published projects almost exclusively as submissions for the Godot Wild Jam, which remains a space I truly enjoy. It is where I learn the most about mechanics, art direction, and, most importantly, where I receive the most valuable creative feedback.

Still, I felt the urge to step outside that comfort zone. I wanted to meet other devs, experiment with different formats, and try longer projects. The GWJ format (9 days) is great, but it naturally limits the depth you can achieve.

Experiments Outside the Comfort Zone


My first attempt was joining a monthly jam, the Boss Rush Jam. The start was exciting, as usual, but by the second week I had completely lost my energy. I realized how much I miss the feeling of “letting a creation go” at the end of a short jam. I ended up returning to the GWJ, with the idea of maybe continuing a project after submission.

After that, I published two games, Hereditary Marks and Lifetime Journey. They were interesting experiences and my first attempts at the action genre, but the feedback was just ok, and I did not feel motivated to continue working on either of them.

Then came Fogbound Sea. The first version was well received by my jam peers, so I decided to try something different and take the project outside the jam, with the idea of eventually releasing it on Steam. I underestimated how much I rely on constant feedback to stay motivated, and after a few weeks of development without that short-term response, I abandoned the project.

Returning to Familiar Ground

Once again, I returned to my base: the Godot Wild Jam. This time, I developed a base-building game inspired by King of the Bone Pile, which at that point was my most well-received project.

Song of the Hollow Mother, my submission for GWJ 83, quickly became my most viewed and played game, more than doubling my previous browser play record (from around 1k to 2.5k). For the first time, I felt I had created something that truly resonated with other people, including those outside my usual bubble.


I decided to continue development after the jam. At this point, I need to thank my wife, Julia, and my longtime friend Rafael, who both encouraged me to take this step. They know how much these projects bring purpose and joy to my routine.

Skybound Colonies and the Steam Leap

That is how Skybound Colonies was born. The idea was to expand on the foundation of Hollow Mother, adding new mechanics such as multiple islands, trading, districts, and broader systems

I created my Steam account, paid the fee, and perhaps because of that commitment, I achieved something new for me: finishing a game outside of a game jam. Skybound Colonies was first released on itch about two months after Hollow Mother, alongside its “coming soon” Steam page.

This phase brought an important lesson. Outside the jam environment, visibility drops sharply. On itch, the game received a few generous contributions (thank you so much to everyone who bought the experience or tested the demo), but it quickly disappeared from the new releases pages. On Steam, the number of wishlists grew far more slowly than what I had seen in projects from friends and acquaintances.

It became clear that the game’s presentation needed improvement. I reached out for help and ended up working with RoamingOwl, a very talented artist I met, unsurprisingly, through the Godot Wild Jam, to create a stronger capsule for the Steam page.

Closing the Year

In December, I worked on two short jam projects, Crown of the Lambs and Amber Meadow, mostly as creative breathers. At the same time, the pressure I put on myself to release Skybound Colonies kept growing. On December 30th, I realized it no longer made sense to wait. Even if the game turned out to be a complete failure, I needed to close that chapter to move forward. So I released it.

I am writing this on December 31st. The results have not changed drastically from one day to the next, but I feel that I have finally closed this chapter. I am heading into 2026 with a lighter mind, full of ideas and a strong desire to keep creating.

I am still defining my goals for the next year, but I want to release more games outside of game jams and, even challenge myself with 3D projects, something that is still very new to me.

I wish an amazing year to everyone reading this, and I hope you are able to pursue your own projects and dreams, no matter how big or small they may be 🥰


PS: Special thanks to Thomas, and to everyone else who shared their gamedev experiences and conversations with me throughout the year. Those were incredibly important to me.

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.

Hello hello!

I also decided to go for the full-game development last year, and this was really a year of learning!

I never had games rated as high as yours on GWJ, and my best game so far - Final Form, the only one that ended up in the top-10. So the first half of the year I spent trying to bring it to a full game... 

But then I participated in another jam - GMTK - our game was very well received, and I persuaded the team to make that one into a full game. And largely because I recognized that we have some marketing/visibility potential that Final Form lacks. 

So I've made a trailer, it went micro-viral, we got ~1000 wishlist in a week, and we are still working on bringing a bigger version of the game... This is the game btw: https://store.steampowered.com/app/3959020/Imagine_Sisyphus_Happy/

So, besides development, the second half of the year was all about learning to market and feature your game on Steam :) Happy to share some tips and experience based on what I learnt - I'm very far from pro, but I do think I mostly figured out the most basic steps. And figured out where to look for good advice :)

Hey, Rakudajin!

I really like the idea of "Imagine Sisyphus Happy"; it’s a clever concept. I’ve already added it to my wishlist 🙂 

Congrats on the results so far, and thanks for sharing your experience.

Marketing is definitely a big learning curve, and I still have a lot to learn

(+1)

Thank you!

Also, about marketing - sorry for unsolicited advice, but if you decide to get into it - I highly recommend this guy: 

In short, the main lessons are:

  • Steam festivals + streamers are almost the only way to get your game seen. Festivals are by far the easiest - you just need to get in
  • Demo is a must, and it has to be at the very least 30min+
  • Capsule art is super important - more important than almost anything else in getting people to see your page
  • You need to have your page and demo up for at least half a year (and actively promote it, i.e. contact streamers and participate in festivals) before your game releases
  • To get into "popular upcoming", usually you need ~7000 wishlists by launch

I really wish you good luck in all this if you decide to dive in! I found it way less frustrating in terms of trying to market when you feel like you know what you are doing, so actively engaging with this guy's content really helped me with motivation after a few months of posting stuff on reddit and twitter and getting nowhere :))

Deleted post

Thank you so much, Blume, for your kind words and for following my work 😊

Mentioned in this post

Combine components to create new spells, and challenge the 7 floors of the Bourgeois tower in this dungeon-crawler!
Adventure
Play in browser
Craft weapons, level up your character, and challenge mystical creatures in this endless RPG adventure!
Action
Play in browser
Manage an exploration company, build your crew, evolve with them, and uncover the dark secrets of Cradle End!
Adventure
Play in browser
Help the little rodents in this tower-manager to build a prosperous tower with temples, farms, houses, and more.
Strategy
Play in browser
Manage a village that survives by feeding a strange ancient being known only as Mother.
Strategy
Play in browser
Build and expand your kingdom across floating islands in a cozy medieval sky builder.
Strategy
Play in browser
Lead your sheep faction to victory and convert rival queens across the pastures.
Strategy
Play in browser
Wander through gentle fields, catch adorable critters, and decorate your home.
Adventure
Play in browser