Skip to main content

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

Can I have advice for finishing the game on time?

A topic by hiki☆/HIKIRO created 56 days ago Views: 175 Replies: 13
Viewing posts 1 to 9

Me & my friend spent a full week developing a spin-to-win game but sadly we weren't able to submit it on time. For people who encountered the same issue as us, what issues did y'all find? I found A: the servers crashing and B: there were LOADS of game-breaking bugs we couldn't fix in 30 minutes. We're still finishing it because we're proud of the stuff we did, but can we have some advice for completing it on time? It's a little hard to find time after all with not all too much free time except on weekends and holidays... This is our first ever game jam so we're very new to this!!

Submitted(+1)

Try to plan ahead! This doesn't have to be an elaborate plan but just list everything for each day (day 1: set up + brainstorm, day 2: base mechanics finished ... day 7: builds + itch page). This is my first game jam and it helped tremendously. I also submitted the game like 16 hours before the deadline, which was possible because of my planning. This avoided the itch crashes. P.S.: If you have more than 24 hours of bug-fixing to do after building your game, it's very unlucky and no one could solve it... Good luck finishing your game!

thank u for the advice!!! procrastination lwk hit on the first few days, and i think the main issue for me WAS time management XD

Deleted 11 days ago
Submitted (1 edit) (+1)

I'm no expert but defining a managable scope is probably the most important thing. If the vision you have will take too much time, it's better to ditch it and go for something simpler.

Another thing is cutting corners in your systems. In a jam you don't need complex systems in your code- if you're on a tight time frame, go for the quickest options that work. Also, if you've made other games in the past then recycling scripts can help.

Same for art, sound etc. Go for a solution that serves the purpose of your game but doesn't comsume too much time.

thank you for the advice!!! i defo made the mistake of trying to make a full on roguelike which was WAY too big for the scope of the game. i still did it tho but it ended up taking too much time lol

Submitted(+1)

I've participated in 5 game jams now, and I've only managed to submit to 3 of them. One of those submissions was totally a prototype and unplayable. I feel like it's super natural to run out of time and I've definitely learned over time it's better to keep the scope of what you want to complete small at first, then add more features as you reach your goals incrementally. 

For example for this jam I had a bigger vision for my game to have roguelike mechanics with a level progression system and upgrades, but realized that was thinking way too far ahead and instead I chose to make a simpler version of the game and focusing on the core mechanics instead. If I had finished that faster, I would have then had the time to think about how to add more depth to the game, but I could still submit a finished product if I didn't get the chance to dev more.

Submitted(+1)

Not sure if this is what you were looking for but just my limited experience and observations about my own game making habits!

Submitted (1 edit) (+1)

First step with game jams that have the "24-hour" after deadline bug fix rule - submit early! Once you have a few game jam entries you learn to upload outside of expected busy times. I uploaded almost a day early and there was a lot of bugs and gameplay feel missing. (Just note that its an early build in the description)

For a 7 day game jam you have the time to spend the entire 1st day to plan, think about design and scope the project. Try to get to the core gameplay loop and cut what feels like "extra fluff". Think about games with 2-3 mechanics AT MOST and polish those well. Figure out the hard parts of the project and tackle those first as they will likely take the most time. 

My first day was thinking about design using Obsidian, getting references and doing some technical tests with HTML5. It turned out HTML5 wasn't going to work with multiplayer so I had to scrap that whole part of it. Good thing was I did that on day 1 and not day 5. So on Day 2 I was starting a fresh project with no real development done yet but a "relatively" good plan.

Submitted(+1)

Keep scope low. Get the core mechanics done ASAP. Spend the rest of the jam focusing on juice and polish instead of adding new features.

thxx!! ive lwk started to realise how many issues there were related to my schedule. i added the spinning wheel mechanic in the last 3 HOURS so it was extremely broken :/

Submitted(+1)

Hey i have also failed about two game jams due to deadline and bug fixes this time I put myself out of my comfort zone and actually set a timer for a day before the jam ended and got my game completed by then, I've also realised that sometimes posting an unfinished game is better than posting nothing as the community doesn't really mind a bitt of bugs and unfinished game if you have a great concept or fun gameplay it is supposed to be a fun event to try and push yourself to do better so don't stress it too much and just enjoy the journey and ride hopefully u have a better time in the next game jam you do

And haha unrelated to topic you can try my game too if you want hehe

/jam/theveryseriousjuniperdevgamejam/rate/4718401

thank u!!!!!!! rlly appreciate the advice and ur game is PEAK!! already said this in the game comments but i like how the casino master is genuinely creepy and i love it!! <3

Submitted(+1)

I've joined a few game jams before and I would say keeping the scope low and learning what tasks to pioritize are very importaint. Usally I like to think of game ideas that are simple but can be expanded upon if there is still time. Or if i come up with a bigger idea i need to try to figure out which parts are the most importaint and pioritize thoes. If you are a solo dev I would just focus on programing the core mechanics untill the game is playable then slowly polish the game by adding art and sound. I also like to give my self a fake deadline or milestone goals to see if im on track to finishing on time.

Submitted (1 edit) (+1)

I've done about 20 game jams now of varying lengths, this is a list of things I try to keep in mind:

  1. As others have mentioned, keep the scope manageable. What kind of game are you trying to make? Now, what's the simplest possible way to make that game? How much can you cut the scope before you even begin writing any code? With this in mind, try to come up with a plan and priority list that would leave you with a finished game about 70 to 80% of the way through the jam. That way when you over scope anyways you'll have a bit of extra time to finish everything.
  2. Determine what your minimum viable product is, make it, then export and upload it immediately. Then you'll at least have something submitted and you won't be scrambling at the end of the jam to upload while dealing with server issues too. Plus, you'll have something for people to playtest and give feedback on well before voting starts, which should help you determine what to focus on with the remaining time.
  3. Don't burn yourself out. It's very easy to spend 12+ hours a day, as many days as you can, working on your game (or even a single aspect of your game). Don't do this, take breaks, factor it into your scope and plan. And if you're really pressed for time, rotate between different aspects like code, design, art, sound, etc. so you don't exhaust yourself by staring at an IDE or art software for hours without a break. As an example, a couple days into this jam I realized I was spending way too much time on code and decided to switch to making some of the assets despite not having a fully playable prototype yet. In any other context this would be a poor use of time since assets aren't as important as functioning systems, but I was able to work faster overall as a result and probably wouldn't have finished had I not done that.