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What are your Wins and Losses of GDTV26

A topic by crazyhoundgamedesign created May 26, 2026 Views: 561 Replies: 50
Viewing posts 1 to 20
Submitted(+4)

I'm curious to know what everyone's personal wins and losses are for the jam?

I'm on my 3rd GDTV jam now and I always find them fun to do.

My Wins:

  • Making a Soundtrack, not just 1 or 2 pieces of music for the game.
  • Building a rudimentary dialogue system from scratch.
  • Implementing a background music system that somewhat works as intended.
  • Making a game with a bit of story beyond just go here and do that.
  • Implementing a couple of rudimentary cutscenes.
  • Having a playable build (of sorts) made during the jam while working a busy period after an 8 month hiatus on gamedev because reasons.
  • Coding 99% of the game without needing to lookup code or information (though it would help resolve some of the issues the game still has).

My Losses:

  • Overscoping the game on the assumption I would have the time to make everything I wanted, which is normally hopeful at best.
  • Rushed art due to time taken on music.
  • Poorly implemented controls, rushing again.
  • Limited menu functionality due to time constraints.
  • Cut content that would have added story elements and information through interactable terminals.
  • Somewhat buggy build, some aspects don't yet behave as desired.
  • Failure to test the uploaded build in full due to deadline.
Submitted(+2)

Win: First time I made a game with just mouse controls, all my other jams have had keyboard or controller support.
Lose: I wasn't able to work on it as much as I wanted.  The last few days I've been spending time with my family so I had to submit something that had a bunch of features missing that I wanted to include.
But I'm happy I finished.

Submitted

Jams are good for experimenting, and I know the burden of not having enough spare time.  While I'm still (self) learning bits and pieces I always aim to make a differemt style game or different features and mechanics in every jam.  I made a clicker style game in last year's jam and it did pretty well.

Submitted(+2)

This was my first jam, and I had a blast.

Losses:

  • No power ups (this was how I wanted to tie in the theme)
  • Single enemy type
  • No spite animations / incomplete art set

Wins:

  • Became familiar with Godot
  • Implemented controller support
  • Created new art assets
  • Made a polished itch.io page (in my opinion)
Submitted

Cool! What engine were you using before Godot? I used to use Unity and Pygame lol

Submitted(+1)

One of my C-Sharp classes was replaced with GameDev's Unity 3D, and we used Pygame briefly in my python class. As a challenge to myself, I ported our python game to plain javascript. I'll say I don't miss how slow Unity was.

Submitted(+1)

Yes! That was one of the worst things about unity!

Submitted(+2)

Jams can be a fun experience, I always aim to make my own assets, it's more work, but the result is always a unique thing.

Also makes listing used assets easier as well ...

And congrats on completing your first jam.

Submitted

My Wins

  • Finding a collaborator that appreciates games the way that I do. He also fills in for skills I lack and vice versa
  • Establishing the confidence to push myself to the limit of what I know to make the best game possible

Losses

  • I should have developed the game in Unity URP instead of HDRP. Using HDRP limits the amount of people who can play the game on browsers and mobile. 
Submitted

I've never tried to go for a team.

I don't use much social media and work irregular hours, so I never feel like I can commit to a team.

Pushing yourself is always good, it's the best way to learn, so long as you don't reach too far.

Submitted (1 edit)

Wins:

  • Participated in my first game jam!
  • Made a working game!
  • Created animations I like!
  • Learned how gamejams work!
  • Experienced time pressure in the context of game development!

Losses:

  • Thrown together level at the last minute because I spent too much time on the player
  • Wasn't able to make as much as I wanted to since I started late
Submitted(+1)

Well done on completing your first jam, it's a great experience and a real achievement.

you'll soon find out not to worry about the final quality so much as most games submitted end up being incomplete or buggy.

The simpler games can end up more polished, but it doesn't mean they'll do better than yours, and some games can be little more than an object that moves from point A to B, ni real art, sound or mechanics.  I've even seen in 1 or 2 jams people uploading a design document, or rules for a table top game.

If you're like me, the jams give an opportunity to learn, and the structure to keep you focussed on making a game.

Submitted

Wins: First time EVER making a 3D game and first time using shaders. Also, I was SO busy these 10 days that submitting a stylized and interesting product is something I'm really proud of.

Losses: Majority of the story done between 11pm and 4am, so it's kind of tacky, as is the final scene which I really wanted to hit hard. Also, I couldn't implement as much horror as I originally wanted.

Submitted

I made a 3d game in a jam last year, my first actual 3d game.  I'd experimented with 3d before, but never got around to making it a game.

I learned that 3D modelling can be rather time consuming to do in a jam, but if you already have models to use, it's easier to end up with a game that looks pretty good.

I've also learned from this jam that if you want a full fledged story in a jam game, you either get a game that can be incomplete due to the time needed to make said story and get all the required elements into the game, or you end up with more of a visiual novel, or even an ebook, just to fit the development time into the game jam.

Submitted (1 edit)

Wins: Delivered my first ever Jam (and first ever game). Proud of the look of the game. Got more familiar with itch.io platform. Really enjoy the game mechanics (even if simple).

Cons: Had to give up on my original story idea (too complicated for a first game). Couldn't add a timer and a restart button. Wanted to try to make my own music but didn't have the time. 

I figure that most start with huge ideas and have to cut corners to make it in time. It is still a fun and challenging experience and a more complete game can always be made later :)

Submitted

Congrats on first game jam.

Scope can be a difficult thing, desire, ambition and expectation can be shattered by reality.

It's part of the fun of the jams.

Music has been one of the things I've really been trying to improve, I'm not musically trained, so basically had to start from zero on it, but I'm now able to produce music that I don't think is bad, maybe rough around the edges or in need of improvement, but not bad at least.

Submitted

Wins:

  1. First game jam.
  2. Limited scoping.
  3. Launch first game on itch.io.
  4. Mostly positive feedback.

Learns:

  1. Get better at aesthetics, art, fonts, background, colors. I picked what was easily available.
  2. Get better in music. I picked what was easily available.
  3. Too limited scoping. I could have added more mechanics, or polish, or a story element.
  4. Need to learn how to keep players wanting to play more / complete the game.
Submitted

Sounds like a pretty successful first jam, well done.

In the background I've been working on improving my musical abilities for the last 3 years, and still more to do, but I can at least make my computer follow a tune now ...

Submitted

Speaking of sleep, it beckons me at the moment.

Reviewed 12 games in a few hours so far, more to go on the "one's who I've communicated with", yourself included, but that will continued tomorrow now.

Submitted

The biggest win is that we created our first-ever game from scratch in just 10 days, and it still has a full game loop. It has a beginning, and it has an end.

As for the losses: hours of good sleep! :D

Submitted

Sleep is normally lost, it's fine, I only need 3 hours a night ... and then a 12 hour stint here or there ...

Nice job on making your first game.

Submitted

Thanks a lot! Gamedev is great, but a good sleep is still important. So dont forget it :D

Submitted

When focussing or distracted, I find it way too easy to delay sleep, I know it's not healthy, but it's the way I am.

Sometimes it's useful, most of the time it's a curse ...

Submitted

Win:
- I've never done a game like the one I made ever, and I'm really happy with how it came out. Currently getting rave comments, so major win (and adding a new genre to my toolkit).

Loss:
- Due to making it a web build I had to stick to Compatibility renderer in Godot and lost fidelity and quality due to dropping Forward+. :(

Submitted

Sounds like you've had a pretty good jam so far.

I tend to build my jam games in compatibility mode as most jams expect a web build.  My thinking is that if it looks pretty good in that mode on my own machine, it shoukd look pretty good when I upload it.  I know there's drawbacks to it, but I'm not skilled enough yet to take advantage of the extra features.

Submitted (1 edit)

My biggest wins: 

  • Getting to see everyone else's games! There are some amazing games, and it's been eye opening to see all the different game types and levels of polish.
  • I was able to correctly scope my game.
  • I discovered the art style I plan to use on future games because it's so simple.
  • I made a game in my first ever game jam, and I'm really pleased with how it turned out
  • Making new friends

My biggest losses:

  • The type of game I was making has a specific type of playstyle apparently and I did not use it
  • I wanted to use SVG's of Kanji so that as puzzles got solved it would draw out the actual character, but I ran out of time
  • On a sillier note, does sleep count? Cause that was probably my biggest loss :D
Submitted

Not only did you make a game but you got it uploaded and shared it with the world.

and I share your experience on sleep.

Submitted (1 edit)

For me my biggest win was sticking with GDQuest over the last two months and actually submitting a working game to this game jam.  My first! It feels great!

Submitted

Nice one, completing the first jam is always a great feeling.

Getting feedback is even better!

Submitted

Wins:

  • I've been tinkering with games since I was a kid, but this is the first time I actually finished a game, even if it's tiny.
  • I love the feel of the main mechanic I came up with. I spent hours tuning it, and it feels organic and fun.
  • I didn't know anything about shaders, but I didn't let that stop me, and it resulted in responsive-feeling graphics that I'm really happy with.
  • I learned a lot about Godot

Losses:

  • Now that it's "done," I'm seeing all of the things that I didn't do but really should have.
  • Some of the comments make it clear that I needed some sort of tutorial or instructions to make it clear how the game is supposed be played. It seemed obvious to me, but, y'know, I wrote it. A little tutorial NPC ship showing you how you're meant to fly is on top of my "should have added" list.
  • I really wish I had taken the time to add some basic music and sounds; it would really have helped.
Submitted

The best thing about jams is getting feedback and learning as you go.

Getting a game completed and uploaded is always fun in a jam when you realise that you created something that didn't exist before.

Submitted(+1)

Wins:

  • Another project under my belt. This is my 3rd jam and 3rd 'finished' project. I find it very difficult to make things outside of jams.
  • Getting more comfortable with Godot and learned a lot of new things with this project, like how to use tileset custom data layers.
  • Currently enjoying playing everyone else's games.

Losses:

  • Time management and planning! I was looking up free sound effect packs like 6 hours before the submission deadline.
Submitted

I've done a few more than 3 jams the last few years, normally 1 every few months, and I still get caught short on scope and timing.

I think it might be because I'm always trying to do something new and different.  When trying out new things, I can never really predict how long it will take, how much work will be involved or even what the final product might look like.  I'm not too bad at guessing how long the complex or new bits might take, it tends to be underestimating how long it will take to do all the rest to a reasonable quality.

Submitted

Wins:

  • Developed a super sick movement system I can use in future projects.
  • Learned an absolute ton about UI.
  • Learned a lot about Game Jams, Itch.io, and Exporting games from Godot.
  • Learning from other devs by playing their games and reading their experiences.

Loses: 

  • Ended up working solo instead of with one of my collaborators so I think overall it was less fun because of that.
  • Would've loved to add more content but my schedule didn't give me enough time.
Submitted

Sounds like it's your first jam.  I hope you've enjoyed the experience.

I generally tend to work solo as I can't commit to a fixed schedule and tend not to use much social media.  It can be a lot of work, but I'm prepared for that.  I can see how it can be disappointing when teamwork falls apart, but you've done well to continue on your own even after that moment of division.

Submitted

my 3d jam too

wins:

  • didn’t run into any significant issues with builds or planned mechanic compared to previous jams
  • didn’t waste time on trying something that wouldn’t work
  • made html5 game despite using Unreal Engine (used old version, but it wasn’t as bad)

loses:

  • couldn’t use any assets because i need more space on my pc & limits of HTML5 with my chosen engine
  • time management is as usual a problem, but mainly because health issues.
  • the level in the game is actually tutorial i did for the player, not planned levels

it was overall quite successful, i have a lot of jamming experience, so many overlooked issues from previous jams were avoided this time. I didn’t plan too much and quickly came up with idea/minimum requirement for the finished game.

Submitted

While I don't use unreal, I have noticed from other jams that the games made in unreal tend to be rather large, to the point where even a small game ends up with a multi GB download.

I know it's a very powerful engine, but I personally don't expect a small game that might only have 10 minutes of content to be multiple GB to download and play.  Suffice to say I understand your pain in making a web build that meets Itch's policies in Unreal.  Regardless of how you did it, you did do it though.

Submitted

web build with Unreal is only possible in Unreal Engine 4.27 and earlier. 2d game is not a big deal to make lightweight, but Unreal isn’t an ideal choice for 2d. if you use itch’ search, you can find browser games made in Unreal and something like retro style horror is fully possible.

large size is surely thanks to realism and heavy assets, but a lot has to do with optimization as well. So the size isn’t exactly a fault of the engine, but more about experience of the developer, if it isn’t highly realistic game.

It was actually fairly easy to do the build for HTML5 in UE4. I just use Unreal Engine 5, so it was more about treading carefully because there’s a lot of differences. Current game has literally nothing outside one jpg that wasn’t a part of engine’s starter assets.

I was tinkering with UE4 before and wasn’t satisfied with how it went, but this jam something magically clicked and I made the game very fast.

Submitted(+1)

Thanks for the info.  And progress is progress, when things click it's like another whole chunk of the world just makes sense.

Submitted

yep, it’s fun when it clicks, worth studying for. The step between total noob and to understanding things was a steep one with Unreal Engine, probably much easier with other engines.

Submitted(+1)

I'd probably have to agree.

While Unreal and Unity tend to use c#, which isn't too difficult, I found gdscript a bit more natural for me as I was already somewhat experienced with python from a past job that used a lot of unix back end systems.

Unity extends this into prefabs and objects, while Unreal uses blueprints and has a pretty well developed visual scripting system as well as I understand it.

Not suggesting that c# is more difficult than any other language, but that the syntax of gdscript was more aligned to what I already knew.  The added benefit with Godot for me is that with it being so lightweight, I can do gamedev on a laptop.  And if it works on my laptop, it should work on most systems without much issue.

Submitted

Unreal uses C++, I myself only use blueprints. It is quite advanced and you don’t really need to touch code at all even for quite complex games. I am an artist first, not programmer, so working with blueprints is better for my current skillset. I’ve been trying Renpy, it’s python based, yea, completely different experience. Python is so simple, love it.

I actually work fully on my laptop, I don’t have a PC. Unreal Engine 5 works much better than last versions of Unreal engine 4, when working with realistic assets. They did a lot of optimization to make UE5 a more smooth experience. My games have not been too complex, so far I don’t have too much issues, as long as I optimize my assets.

I have been looking at Godot and I’ll probably eventually try it, I know it is a very good option for multiple reasons. But the idea of building from scratch the basics that are already in other engines by default, sounds daunting. It is probably better to learn this way, because you get more insight into how things work together, but I don’t want to jump around engines anymore. I am experienced enough in Unreal by now, so my current goal is to make a proper game with it.

Submitted(+1)

Not a bad plan, it is a drawback of Godot that you sometimes have to 'make' things work.

I'm getting to the stage with my own dev skills that I can build my own systems, nodes and classes in the Godot engine, and have even extended the engine once or twice simple ways to expedite some parts of my projects.

I wouldn't call myself an expert developer or programmer, ir even an expert in Godot, but each jam and each project helps me improve.

Submitted

Either route is beneficial and we always can switch to something else. At the end of a day it is not about the engine, so whatever gets the work done.

Yes, jams are quite helpful to understand the scope and how to finish something workable under a deadline. Pet projects can last decades otherwise, if not careful.

Being an expert is not crucial, as long as you can produce something. Unless your goal is to be the expert, not to make games (I mean goal to be hired for the expertise, compared to going indie).

Submitted

Wins:

First time making something I published myself since I switched from godot to unreal. It's been tutorials and course projects till thus point. Hard to know how much you've learned without doing so thing yourself from scratch

First time doing a 3d project

First time making any game where you don't control a player character 

First time making a project that is not in a 2d perspective

I feel like this is the most visually impressive of all my work yet (I tribute this to unreal lighting and the kaykit assets, but am happy to leverage both) 


Losses:

I made a gameplay loop that isn't fun. I suspected it myself and decided to use the game jam as a chance to see if other people would find the hidden joy in it. They did not

Submitted

The real test of any learning is in actually doing the thing that you learned.

Regardless of the sort of game you made, you've followed your own plans to make it in Unreal, and while there are drawbacks to way Unreal works, to have created your own project from scratch is still a good achievement.  I don't use Unreal, so don't really know where to start with it.  Also as most of my dev work is done on an I3 laptop with integrated graphics, I doubt my laptop would be able to run the dev suite sufficiently well to be able to use it properly.

Submitted

WINS

  1. Completed core mechanics
  2.  Dabbled in pixel art, rather than my usual 2.5D approach.
  3. Lot of reinforcement of programming patterns (observer, pooling etc)
  4. Doing everything (except SFX, even then used Audacity to mod the standard clips)
  5. Had a ton of fun.

LOSSES

1. Nowhere near enough time spent playing testing. Would have tuned the game better.

2. Ran out of time to add a feature that would make the game much easier to play. Took me 15min to add to my own build, but is definitely outside of what you would call bug fix. 

3. Lack of polish, again time constraints.


Still main thing was the enjoyment in pulling it all together.

Submitted

I never aim for the top spot in a jam, mostly because I know I likely won't have the time to think about polish, but also because I tend to find the feedback I get more valuable.

I still consider myself to be learning, so every jam normally includes an experiment or 2, and is normally a different style of game to what I have made before.

The bit I didn't enjoy with this one is that I got so close to the deadline that I didn't even have time to fully test the build I uploaded.

Luckily, none of the feedback has been outside of expectation on the technical aspects.

Submitted

Wins: 

  • Made a great story
  • Was able to mix different game mechanics without overcomplicating anything
  • Was able to test my game to make sure no bugs there  are in the game

Loss:

Completely ignored small font size in my game and now everyone is having problems in reading.

Submitted

The worst bits of feedback are not the ones that target you or suggest your game is bad, it's the ones that point out those simple things you forgot.

Submitted

So true