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What went wrong for you?

A topic by snoobstuff created Feb 23, 2026 Views: 329 Replies: 26
Viewing posts 1 to 14
Submitted

What went wrong for you? Too big ideas? Tech bugs? No time to test?  

For me it was pretty nooby mistake developing on linux and not testing the Windows build (which was broken). So for about 1.5 days pretty much nobody could play.

Also share some (not too perfect games) for me to play

Here is my (now hopefully working) game:

/jam/brackeys-15/rate/4309508

Submitted

/jam/brackeys-15/rate/4313593


was trying to upload game when it was 1minute before the end

still can't fix a bug, when troops going to top left corner xd

Submitted(+1)

better late then never! Will try your game

Submitted

https://whatyoudontseestudio.itch.io/postcards-from-camp-jackalope Mine was not knowing that laptops and PC's have different controls (whoops)

Submitted

What?! I did not know until right now lol 

Submitted

well its more so something will work on a laptop, but the same controls will take three hands to play on a P

Submitted

Cool I'll try it out! Yeah the small timeframe of gamejams are pretty unforgiving. We have a few wrong assigned textures in the game but we figured this out too late.  Also we didn't had any time to do some decent balance check. 


Feel free to try Swine Safari 🐽: /jam/brackeys-15/rate/4310503


No download required! Easy to play in your browser . Enjoy! 

Submitted

Yes browser is perfect! Will also try to get the next jam game to work there

Submitted

played and rated it!

Submitted

i had no time to playtest and rushed the last level, here's the link if you want to play: /jam/brackeys-15/rate/4309593 the first two levels are so good i think but the third one is not, but the first level its like impossible to win, i could pass it normally but form feedback i'm geeting it's difficult

Submitted(+1)

For the life of me I still don't understand why, but I made the whole dialogue system in our game using csv files, and everything broke when it was on itch (or just exported at all really) because Godot just would not export the csv to the pck file. I lost many hours of the final day on that, and only corrected it after the submission time was over (thank god for the grace period) by refactoring the entire dialogue logic to use json instead.

And also I think we overscoped a bit, but that's just how jams go haha

Here's the game that now mostly works, if you want to give it a go!

Submitted

I just played your game (really enjoyed it by the way!) and oh my gosh... I can't even imagine dealing with that as the deadline is approaching, especially for a game that relies so heavily on its dialogue. I'm glad you were able to get it fixed, kudos to you and your team for your submission!

Submitted(+1)

Yeah it was really stressful, but it's all good now! The game is also not very well programmed because I just wanted to save time, but now as a result it made refactoring pretty difficult lol. I'll try to go over it more after the jam is over to have cleaner code.

Thanks a lot for the kind words! I'll definitely get to your submission when I get back from work tomorrow

Submitted

i relate to that so much! my spaghetti 2000 lines queue_manager.gd monster will haunt me in my dreams and refactoring would mean rewriting for sure

Submitted

I think developing strictly for a Windows / executable build was a big mistake. In an attempt to port to Web later on I found that many of the rendering techniques we're using for certain things (decals and outlines specifically) just aren't super compatible with Web builds, at least not out of the box. We definitely over scoped for our first jam but were ultimately happy with what we were able to produce. I do think the lack of Web build availability is going to hurt us in terms of number of players willing to give it a go, but that's a lesson learned for the next time around. 

Dropping a link here if you want to take a look at our submission. Cheers! 

Submitted

Yes I now also consider not having a web version a mistake now. Its just easier for people to hop from game to game

Submitted

Were you using Unity 6 URP? I also had an issue with decals which were important to the game. I found out that part of the problem was that Unity 6 uses forward+ render by default (at least for URP, maybe others) and that borks the decals in webgl and causes a bunch of other issues. It barely worked at all in Firefox. Switched URP to forward rendering and set decals to screen space and now it's all good.

https://gongylus.itch.io/the-vaults-below-durn-a-field-study

Submitted

You nailed it! We were on Unity 6.3 LTS using URP. I played around with some settings but was ultimately just too exhausted after a long week to spend the time troubleshooting and fixing the Web support. I'll be taking a look at your game a little later this afternoon to check it out, thanks for sharing your experience and the fix you put in place!

Submitted

/jam/brackeys-15/rate/4312569 Please try! Ill do the same

Submitted

For me it was the scope of the game, I had the idotic idea that I'm gonna make a quake style shooter with an epic linear map with multiple rooms and abilities and weapons to pick up, then day by day I realized how much work actually goes into such an idea, So eventually I just decided it'd be just a simple map to jump around and kill enemies endlessly until you die. it was too much especially for me as this is my first ever game.

shouldn't have picked a movement shooter as a first project T_T
here's the game: /jam/brackeys-15/rate/4311224

Submitted

you decide to follow it. by bad friend :) mine was making the parkour part too difficult, i nerfed it twice but im not sure if others can beat it without frustration

Submitted

The issue I faced was I had planned 50 levels for the game in the beginning of jam, I couldn't implement them all (implemented 40) and was barely left with time to playtest & understand what a player might feel playing the game leading to difficulty imbalance in certain levels that I wish to fix post jam!

Submitted

I think for us it was missing the time to playtest with more people! We got some amazing feedback through the jam that would make the game way more enjoyable. You get so used to the controls you develop that you rarely stop to question them 

Submitted

Yes very true. Had just one person try mine beforehand and the feedback was invaluable. 

Submitted

For me and my friend, it was our first game jam. So we did mistakes, but not necessarily those I expected…

  • The biggest issue we had was miscommunication. We found the idea quite fast, and started working on it, but it wasn’t until Wednesday that we realized that we weren’t on the same vision for the game (in terms of gameplay).
  • I involved my friend because I needed help to write the story. I had quickly drawn the sprites of the game for prototyping, and planned to polish them the last two days. As she didn’t like them because she had trouble to immerse in the game, she wanted to try to draw some sprites as well. That was also on Wednesday when she sent the drawing she made. That day I realized that in over four years knowing her, she had never told me she knew how to draw. The art is amazing and it’s the one thing that is consistently praised in the current comments we received.
  • And last but not least, on Saturday night we thought we had 24 hours left… When we realized that it was only twelve, we felt a bit dumb… We crunshed it to the night to upload the final version 3 minutes before deadline.

Anyway, it was a fun experience and we will do it again ! Here is our game, if you can check it out and rate it, it would mean the world to use : Three days left’s rating

Submitted

That are lots of learnings for the next one. Played and rated it and yes the art is indeed great. Loved the coworker design especially.

Submitted

Here is our lil card game  /jam/brackeys-15/rate/4308059
We didn't have time to make a tutorial, which causes a lot of people to be confused when playing.
Definitely something I will not forget for my next game.