Albatross

Ludum Dare 55

What I learned from my first game jam

I designed and coded everything and made all the assets from scratch in the 72-hour period I had, and while it was quite an experience, I also got physically ill from exhaustion and lack of sleep. So I thought I'd share the things I learned, in case it helps anyone out here. If you'd like to check my game out, you can find it here: https://ldjam.com/events/ludum-dare/55/fellwand

  1. Preparation is really important. I sat down to start coding the game engine a few hours before the Jam started. That was an awful idea. I spent the next 40 hours working out engine issues. While you can't prepare everything, due to theme constraints, I advise that everyone should start out with some sort of codebase that they can pull from or adapt. At least simple things like collision functions, custom libraries, etc.

  2. It's not a 48-hour game jam; it's a 24-hour game jam. I could have submitted to the compo because I did everything myself from scratch, but I simply wasn't prepared for how much time and work it would take, so I had to use the 72 hours. Even then, I should have taken a full 24 hours to playtest and refine my game. Instead I got about 24 minutes. Add to this the fact that everything takes twice as long as you think it will, and now the jam is actually a 12-hour game jam. I don't think I'm exaggerating; I think if you want to comfortably finish, you should aim to make a prototype in 12 hours.

  3. I was most productive once my engine progressed to the point where I no longer had to hard-code any features; I simply threw some numbers and functions together and out popped a new weapon or item or boss. This is the ideal state to be in, because you can 100% focus on making new features, but it took me 48 hours to get there; so remember to prepare such things beforehand, as much as you can.

  4. Players like to feel that they can improve and progress in your game at a reasonable pace, indefinitely. I made the mistake of making my game a little too difficult; there's a sort of barrier preventing you from playing well until you learn the base mechanics. However I feel like it also has a lot of room for skill expression, which is where I did best. I could have done better, however, by making combat more involved and giving the player more feedback/reward for the actions they took.

  5. Sleep is important. Though you lose time from sleeping, yes, you also lose a massive amount of time and innovation from being sleep-deprived. The pace and motivation I had decreased the longer I went without sleep. It was also just straight unhealthy to work for as long as I did, so make sure you're taking care of yourself.