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EndrHeroDev

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A member registered Sep 30, 2025 · View creator page →

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Hello everyone, and congratulations to all the participants. I loved being part of this Jam, learning new things, and seeing the community's creativity. 

However, while reviewing the top games, I've been thinking about a technical issue I'd like to discuss with you all in a healthy way.

 I've noticed that some of the top-ranked games have a level of polish, complex 3D mechanics, and systems that are practically impossible to program and test successfully in just 48 hours if starting from scratch. 

It strongly suggests that these are projects that were developed weeks or months in advance, and the Jam's template or theme was simply applied at the last minute to give the appearance of following the rules. 

As a developer, I completely understand that it's normal to use custom codebases to save time, but I believe there's a very fine line between using helpful tools and submitting a finished project. 

This puts a huge disadvantage on those who balance their time between school or work and honestly strive to build something original over the weekend. 

I'd like to know your thoughts: 

Should short game jams have stricter rules to prove that the game was completed within the allotted time (for example, by showing a changelog or commits)? 

Do you think that using previously completed advanced projects defeats the purpose of a 48-hour jam? Let me know in the comments!

I don't think I won, but I finished in 22nd place overall. :D

Thanks for your reply, friend.

Thank you so much for your comment, friend.

Thanks for your comment, and I want to say that you also put a lot of effort into making your game, well done!

専門家に相談できるのはありがたいですね。自分のレベルを把握するのに役立ちます。本当にありがとうございました。

Thank you so much for your comments, friend. It's great to see that people liked my little project.

Thank you so much, who would have thought minimalism would help? ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

Thanks for sharing your opinion, friend. The game was made in less than 25-27 hours; I was kind of busy. 

Thank you so much for your comment, it's great to have reviews from experts on the subject.

Me watching a game that was made 2 years before the Game Jam and has nothing to do with the theme win: 🗿

Thank you very much, this is my first time using more advanced physics, and the levels were intended to be somewhat long for greater entertainment value.

Thanks for your comments, friend. Good luck with your project.

Wesley, I'm working on a video showing how I made my first game for a Game Jam. Will it count when I upload it?

Wow, your game is really good, what engine did you use? I find it interesting ;)

Yes, thank you for reading my suggestions. I believe things can be fair, and a win for both parties.

The game looks good; it would be great if it had a mini touch control option for mobile users, but it still has potential. 

Sure, friend, and thanks for your comment :D

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To be direct, I understand perfectly well that GDevelop needs to sell; no company can exist without generating significant profits from somewhere. 

I understand that GDevelop sells a lot through mobile devices, and I have a proposal to address a problem. GDevelop developers and users of the application, if you read this, please be understanding. 

My goal is NOT TO MAKE DESTRUCTIVE CRITICISM OR DAMAGE THE APPLICATION'S IMAGE. On the contrary, I have a plan to attract more users while maintaining all (or even increasing) profits. 

You see, on mobile you can only create two games with cloud storage, since the system doesn't allow saving (I know why it's designed that way). But I think that, for example, "I want to make another game, but I don't have enough space, so I have to delete one of my games."

What if you added a small system to archive your game, so you could delete it and start your next game? And if you want to reopen it later, in the "Start a New Project" section, there should be an "Open Archive" option, where you can open your game and delete one you don't plan to work on for a while. Another thing, it would be great if, after seeing 1-2 ads, users could remove the GDevelop watermark. 

This way, if a user gets tired of the ads (but ads placed strategically so as not to overwhelm the user or make the app unusable naturally, while still generating revenue), they could purchase a subscription. 

My next point is to add a free subscription for Jam winners. This will attract more users, as the app is empathizing with them and encouraging participation. Furthermore, it would be great if the app's most successful games could be promoted to platforms like the Play Store or Steam, so they aren't limited to just Itch-io. 

By doing this, they aren't abandoning the website; they're simply making it a fundamental platform for developing good games. 

This is a way to demonstrate that GDevelop can be just as good as Godot or Unity. Thank you very much for reading my plan, and I hope you like it! :D

Note: If my ideas didn't convince you, ignore them. Please don't come after me like the feds. D:

Wesley has already commented on this and...I agree.

I've seen games that have nothing to do with the theme, and don't require much effort, get up to 50 user reviews. 

This is because they ask for a "trade" where you have to give 5 stars in every category. 

I'm not saying it's wrong to ask for an "honest rating," but asking for something bought is wrong. In a competition, everyone should be judged on their effort. 

With all due respect, I hope the judges read my post and that no one takes it the wrong way. I understand that we all, as developers, put a lot of effort into making our games, but we should receive the rating we deserve, not the one we bought. 

Thanks for reading.

Thank you so much, I'm glad you're having fun with my little project! :D

Yeah

Thank you very much, your comment is appreciated.  :O

I like how the game handles the camera and takes mobile users into account; plus, it seems addictive. 

Dude!, your comment is simply 🔥📝

Thank you so much, I had planned to end this project here, but since it's receiving so much support, I'll continue to improve it. 🗿

Thank you :D

Thank you very much, I'll go check out your game as well.

Thank you so much for your comment! ^⁠_⁠^

Thank you friend :D

Good game, but it would be great if it had an option for mobile players.

The spider is controlled by touching the screen; each touch makes it change direction. The spider doesn't necessarily have to be stuck to the wall to change direction, and thanks :D

Thank you so much, I'm just getting better at pixel art.

The game looks good, but I couldn't play it because I'm on a mobile phone. It still looks good, though.

Okay friend

Thank you :D

The game is good; it's a bit difficult because of the cube's deceleration, but it's still fun.

The game has potential, but some movement bugs need fixing, as it stops you halfway through the first level; it's still a good idea.

Oh ok friend :D

The game looks good, but I couldn't play it because I'm on a mobile phone. If the game had an online mode and was available for mobile, it would be a success.

Thank you ^⁠_⁠^