Gotchya!!
Aniket Raut
Creator of
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While i keep working on personal projects for months and end up eventually dropping them and never coming back to them, i have noticed that most of devs are able to finish their game jam game with the strrict deadline and even Theme requirements.
We have freedom for our game with the theme, with what assets to use and how much time we will dedicate to it, but still it remains unfinished and no where near completion, but for jams its different, along with all the restrictions we finish a game and even publish it, and not just that, the game turns out good too. This surprices me a lot.
What do you think what makes this possible? Is it the fact that humans work exceptionally well under pressure? Or is it something else?
BTW check out Link and Shift here:- /jam/gamedevtv-jam-2026/rate/4607181
During the production of my game "Link and Shift", i have realized that "adding polish to the game" might serve equal importance compared with game mechanics, story, and gameplay.
When i was at a phase where all of my core systems were done and gameplay loop was completed, i was not sure about whether my game will be even somewhat enjoyable. But keeping this feeling aside i decided to add polish anyways. Then i added sounds, vfx , screen shakes and post processing, and boom i had a completely different game, suddenly i was feeling that i have done a significant job with my game.
And when I read the comments i received on the game, i tend to appreciate the "Polish" even more. People finding the switching mechanic cool, cool explosions, someone finding the enemies cute, someone finding good sound effects all that credit goes to the Polish that i have done.
So at this stage after this Game Jam, i am going to give equal importance to the "Polish phase" as all other phases!
What is your take on this? Watch out how polish did a great work.
Try out Link and shift here-> /jam/gamedevtv-jam-2026/rate/4607181
Thanks a lot for the feedback, really appreciat it.
About the tether upgrade, it just increases the tether length[range], and the enemies themself become stronger on later levels, they have higher hit damage.
And the thing you experienced with the pillars is a bug i guess, i don't know why that happened, but i will give it a fix.
Really appreciate the feedback regarding sound effects and music!
A bunch of people disappear for days or weeks, lose sleep, doubt their ideas, scrap systems at 3 AM, fix bugs minutes before deadline, and somehow turn all of that chaos into something real.
Recently I started playing random jam entries and realized something — sometimes you don’t just experience the game, you experience the person behind it.
You start noticing the unnoticed story: the effort, the compromises, the “I’ll fix this later” moments, the ideas they believed in enough to keep going with.
Every entry here has two stories. The one inside the game… and the one behind it.
If you’d like to experience mine, give it a try here





