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A jam submission

Night at the Retro Games ArcadeView game page

Godot Wild Jam 95
Submitted by Bigfootmech — 12 hours, 55 minutes before the deadline
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Night at the Retro Games Arcade's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#993.0003.000
Graphics#1662.8102.810
Theme#1682.8572.857
Accessibility#1702.2862.286
Controls#1832.2862.286
Overall#1862.4152.415
Fun#2161.6671.667
Originality#2182.0002.000

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7

Theme Interpretation
Retro art style, and meant to be referencing retro games, but didn't get that far

Discord Username(s)
Bigfootmech, Macer, Arcademic

GWJ Participation Level
7, 0, 0

Team Size
3

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted (1 edit) (+1)

Shame things didn't come together, but that's how these things go sometimes. Cool title screen, at least!

Submitted(+1)

I mean, no one likes flies, so congrats on reminding us that we're all humans on this earth, and though we have our differences, we are also so similar in many beautiful and important ways.

This is a game for us. ALL of us. For that, I thank you.

Submitted(+1)

I’m not really sure what happened but it was pretty exciting! Definitely interested in what the actual intent was. I recommend mapping out what the minimum project looks like and some time estimates, then actually going through. It’s crazy how “simple things” can take a long time but also how many surprising shortcuts can be found.

Developer

I’m still figuring out how to get a jam put together properly :p. Got someone in my timezone this time, but didn’t manage to get the other coder properly engaged with it.

I DID start with the “rhythm” mechanic which could have been a hook / minimum gameplay. But let the other person pull me off it just before finishing, cause PANIK.

Still, a learning experience :p

Submitted(+1)

Good effort!

Submitted(+1)

yeah, definitely it feels short. In any case, you at least managed to submit something! hope you can extend a little bit the idea in another jam! I liked the turn-based battles!

Submitted(+2)

I really wonder how much time you guys had to make this game. It's sad to say but there is really nothing to play. The style is cool but the gameplay is lacking. You can even ignore the flys and just leave the room from any direction.

Developer

Yup.

This is one of the reasons I’m doing game jams. I feel like I’m not turning out enough. But there’s a lot to it

  • focusing on the “wrong thing” (I did a lot of the menus, and focused on the “rhythm” mechanic, which didn’t end up doing much / being visible at all)
  • team communication, and motivation (team size is 3, but realistically, I did most of it, artist helped with art, and I wasn’t able to get final teammate engaged with it. since this happens often, I’m taking it as a learning opportunity)
  • focus and will (I spent some days just doing my own stuff away from jam, to relax, or do necessary housework or other things)

But yes, ultimately, you’re right I’m typically not getting the things that make a game, a game within the time limit.

what do you think I should prioritise for the next jam?

Submitted(+1)

I know you didn't ask me, but it's a good question. I obviously don't know you at all, but since you're "typically not getting the things that make a game, a game within the time limit," you may be having issues with:

  • time management - yes, life happens, but go into a jam understanding what sort of time you can commit to it. Be realistic, and try to stick to that commitment as best you can.
  • scope of the project - you do want to push yourself in a game jam, but not ridiculously so. This should align with the amount of time you've decided to commit to the jam.
  • prioritizing the critical content - sounds like you're typically the programmer (amongst other things), so you must understand the core game loop and be able to identify the systems required to make that happen. Prioritize those first. We can't give you ratings or meaningful feedback if there's nothing for us to play

And remember, the only actual success criteria for a game jam is to do the game jam! Reflect on it afterwards, and focus on the stuff you had control of. If a teammate dropped out in the middle of the jam, and you didn't have time to pivot, it is what is. Not much you can do about that.

Keep at it, and good luck!

Developer

I think part of it is not meshing with teammates that’s been pretty consistent.

But it’s gonna be more difficult for people from outside to figure out how/why that happens.

prioritizing the critical content

How do you identify what’s the critical content?

Eg: in this one, I abandoned an almost-complete rhythm mechanic, that could have been the main gameplay loop… or just extra frills.

scope

I scoped it to “the menus + SOMETHING in game” .. because every time I released without having a menu, or options, or an end-game message, that’s been the comments.

After that, it was the “battle” screen. Which I completed a basic prototype.

After that, I made a basic overworld, and imported a character and tileset…

aaaand at that point, I ran out of time.

time management

think I’m still trying to figure this one out too.

I’m getting stuff done.

But haven’t been able to start quantifying “how much”.

And during the jam, it almost feels like trying to estimate how long something will take

  • takes time away from actually doing stuff
  • is never all that accurate

Do I just start doing that anyway, until I get better at figuring out how long things will actually take?

I guess that’s the only way. Because until I can benchmark it, I can’t see where the time is going :S

Maybe estimate, and record while in-jam, and then do review in post?

Thank you for the feedback by the way, it helps :)

Submitted(+1)

For sure, being team dynamics is a huge part of it. Sucks you've had consistent issues there, only thing you can do is keep trying with different ppl until it clicks (I think going solo sometimes is fun as well).

Yeah, all these things are skills that you get better at with more experience, so they will develop naturally but I think it helps to be conscious/intentional with them!

I should also clarify that this not something you completely plan up front and implement exactly to spec. You want to try to plan stuff in a way that gives you direction and remains flexible. Again, a skill that develops over time.

In my typical workflow, it's a mashup of all this stuff kinda simultaneously. It's like a nested loop (because why not use a nerdy metaphor). Outer loop is project management sort of stuff: broad strokes planning and vision. Inner loop is a development stuff:  finishing tasks, playtesting, and noting ideas for future tasks.

I do the dev stuff for a while, and then it's back to the outer loop to refine the vision with the new tasks/ideas and reflect a bit. Think about stuff like:

  • Did the task I just finished/system I just implemented take longer or shorter than expected?
  • How am I feeling time-wise (and mentally)? How many hours have I been averaging in the last few days, and do I think I can keep that pace, or even do more? (can tell you roughly how many work hours you have left)
  • What should the next steps be? (based on current project state and estimated work hours left). What feels super important to accomplish in the time I have, and what feels more like a nice-to-have?
  • Ok, I should probably work on task x, y, or z next. How long do I think each one would take? Do I want a quick win or should I take on a bigger system?

I feel like I've gotten faster and more accurate at going through that type of flow.  Helps me keep a pulse on the project's overall state and trajectory.

If you're struggling to identify the critical content, you likely don't have a clear vision of what the project is going to be (design issue), or you might be struggling to understand how you'll implement it (development issue), or both. And that's totally fine! Sometimes you'll read the jam theme and a crystal clear vision of your game pops into your head immediately. Other times you have no idea where to start. Ideally you'd be able to prototype mechanics fairly quickly, so you can decide if you think they're fun or not.

Comments like saying the rhythm mechanic "could have been the main gameplay loop... OR just extra frills" and 'I scoped it to “the menus + SOMETHING in game”' points to a lack of vision on this one, and it sounds like prototyping the rhythm mechanic took too much time. Sucks but it happens sometimes.

And yes, if you wanna set time estimates, record in-jam, and review in post, that sounds great. That's more discipline than I'll likely ever have, but again, everyone is different!

Developer

Thank you for the positive vibes. I’ll keep trying then :)

It’s not easy, but it’ll be worth it

Submitted(+1)

I was genuinely looking forward to what I would discover in the next room. I hope that you'll get to show off more in the next Jam.

Submitted(+1)

the music is 10/10, title screen 10/10, the fact you can invert colors 10/10, what else do you need in a game?

Submitted(+1)

Holy cow. Game Of The Year.

All 5 stars immediately.

That's a pity you didn't manage to implement what you wanted, but the premise looks good

Submitted(+1)

Saved my mariage

Submitted(+1)

I just really love the music

Submitted

Saved my mariage

Submitted

Interesting premise! I would be intrigued to see what it would turn into if you had more time!