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What did you learn while making your game?

A topic by Kittyking101 created Jun 08, 2026 Views: 296 Replies: 12
Viewing posts 1 to 7
Submitted(+2)

Hey folks! 

Now that we've rolled passed the finish line, I'd like to take a moment to reflect on what y'all learned making your games! Feel free to answer any of these questions:

  1. What did you learn about financial literacy?
  2. How did you apply what you learned to your game? 
  3. What challenges did you face in making it work? 

For me, it was the importance of due diligence. I wanted the player to consider all factors toward their decision to invest in a business, so I made a list of traits that they have to hover over with their mouse instead of putting all the stats upfront like a typical game would. 


Some factors are much more impactful than other (i.e. cornering the market) and that made it fun to balance. The biggest challenge would be applying these stats in the actual simulation (it's just as convoluted as the actual marketplace). I also learned about diversification and hedging your bets to manage risk. 

Hope you had fun making your game! Try out Bankroll and let me know how I did!

Submitted (1 edit) (+3)

What did you learn about financial literacy?

I learned I have none. I was born poor and I will likely die poor. lol.

How did you apply what you learned to your game? 

I just wanted to make a fun game about the effects of "compounding" I guess? My entry was less "directly financial focused" and more "this is some fun numbers with percentages, flat rates, and multipliers". haha. 

What challenges did you face in making it work?

I did, and still think I overcomplicated the mechanics a bit. In theory it all makes sense, you buy groceries that make a total and you use coupons to hopefully not own anything by the end or even get cash back. In actuality, however, its just a bit complicated for a game I think. I will probably simplify the mechanics some once the jam judging is finished. The biggest challenge was conveying the ideas properly without text dumping every nuance, but thats generally *always* the hard part with games. haha. 

Bankroll looks great! Can't wait to check it out! :D

Here is my entry, SUPER COUPON CLUB

Submitted(+1)

Haha, well I'd say you fully understand the concept of due diligence with your progress updates and attention to detail!

Amazing looking entry btw; I can't wait to play Granny Balatro! :D

Submitted

Excited to learn about it from your game! haha. Great work! Going to be playing through them soon so i've got it added to my list!! :D

Submitted (1 edit) (+2)

  1. What did you learn about financial literacy?

Not much, It's not really an interesting topic for me, but I did realize how broad it can really be, and not just about taxes and stuff.

    2. How did you apply what you learned to your game? 

I ended up making a game really centered around risk and reward and investing in either safer choices or riskier ideas. My game has a lot of stuff which puts the investing into your hands on how it turns out or not because most of how money is spent and good financial decisions are based on player skill. Also I ended up using  something similar to checkouts in stores with total taxes being something that can put the player in debt. Also debt is a pretty interesting thing because the game also revolves around attempting to stay out of debt and going into debt to make profit.

3. What challenges did you face in making it work? 

There was this one bug that made me question my existance for a second. It was like the quickest fix but it ended up taking me about 2 days to patch it. It was specfically web and all I had to do was set a resolution when the game booted up, but for some reason I thought it was due to something completely different. Also having to balance finals in school with work on this was relatively stressful but I pulled through and finished the game!


Here's a link to my submission btw : LemonZ

Submitted

Great job finishing! I found a lot of depth to your game. 

Shooting zombies as a skill doesn't carry over to investing IRL, but debt management certainly does. I wanted to include leverage as a skill in my game so you could take a loan to double your bankroll. 

Loans didn't make the cut, but I did learn a lot about the difference between lending and owning. For instance, there's a pecking order when a company goes under and liquidates its assets: lenders gets paid first, then preferred stockholders, and last common stockholders. Usually the last group gets nothing, thus it's a lot riskier to own what is directly tied to the value of the company. 

Submitted

Thats actually really cool going into those small details for some extra realism! Also the zombies were entirely just because I thought it would be funny and I wanted to make something interesting lol.

Submitted (1 edit) (+1)

  1. What did you learn about financial literacy? - Not much since I used what I already knew though I did have to do some research on fish
  2. How did you apply what you learned to your game?  - I used what I learned about fish and what i knew about running a business to make a fishing business simulation game    :D
  3. What challenges did you face in making it work?  -  Trying to fix bugs and issues took a while since itch.io was causing issues with sfx as it wouldent load sounds files with spaces which took me way longer than it should have to find that out
    -----------------------------------------
    Overall I would say me and my teamate were happy with the final result even if theres some issues and im exited to check out other games from the jam  :)

Submitted(+1)

  1. What did you learn about financial literacy?

I come from a pretty strong financial literacy family... was taught about investing stupidly young. So trying to pass on that knowledge in game form was interesting. Turns out I might have made some things too hard. 

2. How did you apply what you learned to your game? 

I tried to make investment choices pop up and make you think either long term or short term or risky gains. 

3. What challenges did you face in making it work? 

Real life got to me sadly :/ I was looking forward to finishing this one in time but life happens. I'll circle back around to this game soon and get it debugged and clean up some of the questions etc. 

Submitted

Sorry you weren't able to finish! Yours was one of the first I played; I found it pretty chill and I liked the trivia component. 

Submitted

Yeah. I hate that I didn't get to finish/ polish. 

It's "done" for the most part, but it just has some bugs and glitches that I didn't get to polish out. I also didn't realize the aspect ratio requirements, which would have caused me to redraw a chunk of my assets. It sucks because I left myself time to do that... But that's life when you're a solo dev. Haha

Thanks for playing!

Submitted(+1)
  1. What did you learn about financial literacy?

The importance of understanding why we dont use a barter system as well as why we use a fiat system that was originally set up to be backed by gold! And the importance of intrest rates, as well as properly balancing home economics with necessity. And the importance of Investments and Compound Interest (both compound working for you and against you)!

  1. How did you apply what you learned to your game? 

 I tried to express the barter system being the downgrade to a Gold backed Currency system with Mr. Mint and his Double Coincidence of wants quest! I also went ahead and added a pretty insane no regulation variable intrest rate on the piggys loan since thats just how Mr. Snaps rolls(at least until the Central Bank announces rate cuts), as well as minimum weekly payments to encourage players to invest their money as they can, and know when they have to miss a payment to compound their own wealth via the Stocks Investments offered in the Mines by Felix Ergo. I also included the value, importance, and necessity of balance for Home Economics by including Miss Mara Bell Bunny and her Peculiar Records 'N Such shop that sells cool Posters, Records, and Couches that can be used to customize the home and the players experience! And Lastly the importance of work but that eventually once youve got all your finances under control you can sleep all day and play when you want to! But first lots of hard work(even if its fun)! And a Bit of luck! Oh and Currency Swaps as exchange rate markets are generally under taught from my experience so I added that in.

  1. What challenges did you face in making it work? 

I really wanted to add a true inflation rate to modify the value of purchasable items but since the only things you can technically sell are stocks it felt more like a net negative on the game experience so it was left out. I was also having trouble with in air angle to change velocity but went with Airball mechanic instead since it felt better to have more shop items and is generally a more enjoyable experience with the ball bouncing off the ground which is probably a safer way for pigs to fly anywyas. I also wanted to add more animations however i ran out of time since i hand drew nearly everything aside from a few buttons(that i still stylized but still), and my sound guy went awol on me mid development so i had to do all the sound design as well as the code so i just didnt have time to do more than engine facilitated animations but if i make a second edition of this game I would def increase that as well as more shadders which I see alot of other people using and they look fantastic but so far ive just been trying to nail the fundamentals of game design. But hey its all a learning process! Hope you all enjoy if you give it a go and ill be playing every single game and try to point out 1 positive and 1 improvement for all of them! <3

Submitted (1 edit) (+1)
  1. What did you learn about financial literacy?

Honestly not much, but I used some of the Schoolhouse Rock songs to inspire 'Cash Cow', which teaches budgeting, specifically their song "$7.50 once a week".  But other than that It was just hard coming up with how to implement the ideas in the time frame that I had.

2. How did you apply what you learned to your game? 

I decided to teach by having characters represent budgeting Ideas, like a snake of guys called "Mr. Conveniences" that chasees the player around, representing the lazy tax people pay when they don't want to look around for a better deal.

3. What challenges did you face in making it work? 

I only learned about the jam 5 days before the deadline so mostly it was just getting it to work on time, especially considering I put in an online multiplayer mode.  I think it was worth it, but there are definitely quite a few bugs and quality of life things I would fix if It were to ever go anywhere.

Link to the game if you want to try it out:  Cash Cow by squidchip