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First time jam participants, how's your experience so far?

A topic by v-mordecai created 43 days ago Views: 78 Replies: 4
Viewing posts 1 to 3
Submitted (2 edits)

I've had some experience working on other projects before, but it's my first time actually gathering courage to join a game jam. Thought I wanna share some of our team's experience and read how it went for you guys too.


First of all, we've underestimated a bit how little time one week is and I guess I'm still very emotional about our team being able to actually finish the project on time. XD 
The decision to join Brackeys was super sudden for both of us, literally one day before the jam began and the theme was announced, but in the end both of us are super happy we did. Everyone here seems so sweet and I've already played so many really creative projects. ♡

Brainstorming the ideas together for the theme was really enjoyable. Even though the theme seemed difficult at first. Deroko came up with a hamster sim idea as a joke, but it suddenly clicked with both of us and it was super fun throwing gameplay and events ideas at each other to further develop the vision. They've sketched the character running and shivering and I've immediately fell in love with it. And so the development process started.

Learning to make music this summer as a new hobby, I've decided once more to be courageous and try my hands at actually making something for our game. It's good getting feedback from your friends only, but I guess there comes a time when you also wanna hear how others would react to your creations, even if it's scary. x) Had to scrap the first few attempts though, they just didn't give me the cautious hamster vibe and it was getting super late. Thankfully, Der was there with me on a voice call and convinced me to go get some rest. Who would have known sleep actually does miracles! XD 
And I'm super grateful to have actually received some positive feedback on that part from you guys, thank you! It means a lot!

Seeing how your build goes from plain squares and circles to having graphics has always been my favorite part. But then come the bugs. I've decided to focus on fixing those as a priority, as many as I can before the submission deadline. Which left me with no time to optimise for the planned web build, and I'm super thankful the jam allows us 2 more days for patches and adding other platforms. Web builds I think are super convenient for the jam format. Our game being tiny still lagged a lot in browser without the optimisation as more content was being added. Again, glad I tested that prior.

On the last day I stayed finishing the project all night, which was a bad choice in retrospective, lol, but eventually we've uploaded on time, Deroko left on vacation and I went to finally sleep for probably an entire day. My body really didn't thank me for that night of the crunch. XD
Still, despite the chaos, we both think it was an overall nice experience.


What we've learned in the process - I know these are probably super obvious, but sometimes you just have to step on that rake yourself to engrave it into your brain:

  • If you think you have just enough ideas for a tiny game, still bravely cut like half of it all. If you end up havign some spare time on your hands by the time you finish your project, you can then add those, but chances are probably really low, lol.
  • Playtest a lot! Weirdest bugs might happen out of seemingly nowhere. And I mean, weirdest. Especially in the places that worked perfectly fine before. XD Besides, it might help you feel if something is missing from the gameplay loop or other aspects, so you can make adjustments on the fly.
  • If you're working as a team, make sure to start with organisation. Make a clear to-do list for every member and occasionally remind each other to check it. It's super easy to forget things when you're in a rush.
    • If you finish your current to-dos earlier than expected, help each other if you can.
  • MAKE SURE YOU GET SOME SLEEP, DON'T BE LIKE ME!


I would love to read your first-timer stories as well, how did you decide to join, what were the hardships you've encountered, what did you learn in the process and how's your overall impression so far? 
(Veterans are also welcome to join, I LOVE listening to the jam participation stories! x))


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Our game: /jam/brackeys-16/rate/4953044

As a bonus, I've found this very early concept sketch in our chat, lol.


Submitted

I worked on /jam/brackeys-16/rate/4952355

I never used Blender until this game jam. I ended up doing all the rigging and animation for the team. I also did a little bit of modeling. I gotta say I love Blender. This game jam was a trial by fire for me.

I think it went really well. I feel like we ended up with a playable game. I can't believe how much we got done in 1 week.
Submitted

Oh, nice job on the animations there! The amount of content in your game does seem huge. And congrats with your first jam!

Submitted(+1)

Just checked out your game and it was really fun! I also love reading about stories and experiences from the jam participants.

I've joined jams before as a dev, so it's not literally my first.

But it's my first 1) game jam in a long time 2) as a solo participant and 3) making the art and music on my own.

I already wrote some of my experiences here: /post/17229761

Sharing some of the things that I learned and will apply for next time:

1. I agree with cutting the original scope in half. This advice gets repeated ad infinitum, but for good reason! I've joined several game jams and you'd be surprised how hard it still is to actually follow this rule. 😆

2. Automate your build flow if possible, and build + test often. For game jams, that should be web for the most part. I found out only at the last minute that some of my shaders didn't work as well on my web build. Luckily was able to work around it during the grace period.

3. Make a to-do list and build vertically before horizontally. This means completing an unpolished but fully playable version of the game – core game loop, win/lose conditions, etc. Once the loop is fun and working, expand horizontally with more enemies, levels, animations, polish, etc.

Submitted (1 edit)

Hard agree on №3! Building all of the mechanics took me most of the time (well, setting up the animations also, I'm still getting used to Godot's animation player node, made my friends do that for me in prior projects XD), but after that it really picked up the pace and I just had to add in the assets as Der was finishing them.

Thank you for the reply and for checking out our game! I'll go take a read on your post ♡
Also wow! Congrats on the first solo project! In my eyes it takes superheroes to be able to finish everything alone in such a short amount of time. x)