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A few tips for the road — especially if this is one of your first jams Sticky

A topic by Ek Bass created 22 days ago Views: 73 Replies: 5
Viewing posts 1 to 3
Host

Having spent a fair amount of time around editors, the same pattern shows up again and again: a good idea dies from too big a scope. A few things that might save you some frustration:

1. Finishing beats feature count. A small game that works from start to finish always beats a half-finished epic with ten unfinished mechanics.

2. Set aside one day for a proper instruction guide. A PDF or even a clear README explaining how to play and what the "anti" twist actually is — this raises the impression of polish more than you'd think. Judges won't guess, they'll read.

3. Less but polished beats more but rushed. One mechanic that works really well beats five half-baked ones.

4. Pick your battles. If coding eats your time, use ready-made assets — the internet is full of them. Just give credit where it's due (it's required by the rules anyway).

5. This is a lesson, not an art exhibition. Working, a little ugly code beats beautiful code that didn't compile on the last night.

6. If you're stuck, take a day off. Jam burnout is real, and a fresh mind solves problems faster than a tired one.

7. Test on a clean Windows 11 machine before the deadline. What works on your own machine (with all the DLLs, drivers, and runtimes already in place) might not work on the judge's machine. This is the most common reason an otherwise good game gets low scores — it simply won't launch.

8. Don't leave packaging and uploading for the last night. ZIP, build instructions, publishing the source — these always take longer than expected, and the deadline won't stretch.

9. Play your own game from start to finish before submitting — ideally have someone other than yourself do it. Creators never spot their own blind spots.

10. Remember, jams are for fun and learning. Show off your ideas proudly and admire what others come up with. Comment on other entrants' games, give constructive feedback, and read what people think of your own creation. In the end, it's about community, not just placement.

Good luck, and remember — the "anti" idea matters more in this jam than fancy graphics. Flip that core mechanic properly, and the rest is a bonus.

Submitted (2 edits)

I'm ready for the jambon! :)

Basically, I half cheated, I'll admit that, I had something basic (Pardon the pun) sitting there, BambooBasic of course, but it was a perfect base and all I needed to do was implement the "Anti" side of it, make it fight the player, but not overly, as, having an "impossible" game is no fun... You still need to keep the mechanic of the game open, otherwise, this can make a game very "repetitive" in some senses.

So, I tuned that, and then pulled together media into the thing so it looks and sounds pwetty!

I'm quite over the moon with it really if I'm honest, me, beavering away!

Dabzy

EDIT: I've just realised this might of been the place to reply, if so, my appologies!

The jam looks fun and BambooBasic may be nicely introduced to BASIC enthusiasts through this jam because of its potential shown in your entry. 

Submitted

Submitted! :)

Dabzy

Hello! I have been busy with real life recently and will try to look into this great entry later! Thanks for telling me this good news!

Host

Hi dabzy

I heard about BambooBasic, but since on summer Im usually working double, havent had time to check it out or even develop my own dialect BazzBasic. Will wait with interest to see what you have there.