What I learned from making my first ever game in my first ever game jam


What I learned from making my first ever game in my first ever game jam

Hello friends, I hope you are well. I thought I'd do a write-up about my game jam experience because everyone else seems to be doing it and I don't want to be left out. I can also put the unique spin on it that this was the first game I ever made in my first ever game jam. Cool! Hopefully any would-be jammers can learn something.

Following the theme of 'only one', I made One Hand - a card game where, as the name suggests, you only have one hand to play; there aren't any more cards to draw after the first turn. Because of this, the key to winning is the puzzle of what cards to play and in what order. It was okay! If I played it, I certainly wouldn't think it was very good. It ranked just above average, hovering at the top 1000 mark which is pretty neat for my first game.

Here's what I learned.

Come prepared

While I'm being honest that this was my first game, this doesn't mean that I had no idea what I was doing. I'm a computer science graduate (graduated last month!) so I still knew how the whole coding thing worked. It was just a matter of learning the Unity-specific things such as components and transforms and gameobjects and what-not.

In addition to this, I dabble in music on the side. I'm not incredible at it, but I could still spend an hour piecing together a minute-and-a-bit loop for my game. Every little helps I guess.

I understand that this may shatter a lot of dreams for any hopefuls out there. Yes, it seems that you *can't* just turn up to a jam and make a game with no skills that would help you to do so.

However, you shouldn't be disheartened. What you should do, is...

Play to your strengths

I can't draw to save my life. I've tried many times. While I probably could get a lot better if I tried, I am of the opinion that some people are just better at some things than others.

If you can't draw, then use other people's art (make sure you have permission of course!!) If you can't code, then use an engine that doesn't rely on such skills. If you're an artist you can find a team. If you're a writer, then find a coder or use something like Twine. It's not just the tools you use that reflect your skillset, but the game too. I realised that instead of making a flashy work of art or a beautifully written story, I could make a systems driven game. A game that has a strong visual style or a captivating story are both just as valid as a systems driven game, but neither would play to my strengths.

Don't panic - it's only a game

Making a game is hard. It's very hard. Not only do you have to make something work technically, but it has to be something that's fun or interesting. So it's no surprise that making one in under 48 hours is a gargantuan task. During the first day of the jam, I was in work overdrive and it meant that mentally I wasn't feeling my best. On day 2, this was about to reach breaking point when I realised that I wasn't even half way done - I had way more time that I realised. I spent the rest of the jam in relatively good spirits.

Know that the Earth will keep spinning long after the 48 hours are up. It's a stressful affair, and while that stress is normal, you shouldn't let it get to you. By the end, I had made a game that, as mentioned, I didn't think was particularly good. But I still made it! An attempt is still an achievement and don't let anyone tell you otherwise.

Also, drink lots of water and make sure you get enough sleep.

Don't be too attached to your creation

After the 48 hours were up, my game was receiving ratings. I seemed to be getting a lot more ratings than the average game. As well as this, the game reached the top row of itch's popular tab (you can still see it there!  it is no longer there, but it was, I promise!) and I received a number of positive comments. This raised my expectations a little bit - even though I didn't think my game was very good, perhaps there was something good about it that I was missing? Perhaps my game could be ranked highly?

These expectations were put to rest when the results came in and I was ranked top 1000 - a great result considering this was my first game. But as soon as I got the result, there was a part of me that expected more - a very unhealthy mindset to have of course. Upon reflection, I was torn between two ideals.

1. A game jam should be a fun exercise where a group of people from all around the world bond over the very demanding endeavour of creating a game in a short period of time while the rating aspect should be of secondary concern.

2. People are allowed to be passionate about the things that they make.

Two conflicting ideas of course, because if you are passionate about the thing you have made, then you must also be passionate about how your game is reviewed.

Ultimately, it's about maintaining a healthy relationship with your creations. If you were concerned about the reception to your game, then realise that this is not the last thing that you will make. It probably won't be the last thing you will make that people won't like either. Sacrifice your creation in favour of making *you* a better creator through the feedback people have given you and your own self reflection. I know the next game that I make will have been better through the creation of my latest.

That sounds a bit too inspo-y doesn't it? Oh well.

The end-y bit

Thank you for reading. If you played and/or rated my game, thank you. If you partook in the jam in any way, thank you. Thank you to the people on the GMTK Discord server that kept me company through the 48 hours. Thank you to Mark and the rest of the people behind the GMTK Jam. I'll be sure to make a return visit next year. x

Get One Hand #GMTKJam2019

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