
I thought I'd make a little aftermath post for my game and my first experience participating in a game jam. Although I'm new to the jam, I have been fiddling with Game Maker for years and have become extremely familiar with it. I've made (and half-baked) several small games over the years but I've never shared any of them publicly, so this will be my first experience getting feedback from potentially many people I don't know.
Game Concept
Tiny Terraformer is a game where you are in charge of terraforming a small planet that colonists will be arriving at soon. Build generators that spit different substances into the atmosphere to create an environment suitable for plant growth, and cultivate flora to form a foundation for a healthy ecosystem. Sometimes unexpected stuff happens, so be prepared to put out a few fires or kill a few alien space weeds.
This jam's theme had me scratching my head for a bit, but a boss fight from the SNES game Yoshi's Island kept popping into my mind (along with The Little Prince), so I decided to go with a tiny planet style game.
My first idea was to make a shoot-em-up style defense game where you run around defending a small planet against invading aliens. However, while testing an early prototype (shown below), my softy side punched me with a dose of peaceful wonderment. So I made the decision to switch gears and go for more of a building/simulation style game where combat was not the primary feature.

The Meat
I've always been a sucker for complicated games in the RTS and simulation genres. Naturally I tend to want to create games similar to ones I like to play.
I think it was a bit of a risk going with a simulation concept and at several points I wasn't sure it would work out. Even a simple system can be very hard to balance to make it fair and fun for the player, and I spent a ton of time on tedious tweak-test-tweak-test cycles. Small changes had cascading effects. Kids, just Keep It Simple, Stupid.
One nice thing about it being a game jam was that I was willing to finish out the weekend even when I had my doubts just to see if it would turn out. In any normal self-motivated solo development, I might have dropped it forever early on.

Smooth Sailing
Probably due to my being a shut-in nerd (and maybe also high familiarity with my tools), the jam was a lot less stressful than I thought it would be. I also tried my best to keep my concepts simple; I've had plenty of experience in the past with illusions of grandeur, even without any time constraints. I was lucky enough to be able to get all of my ideas into code, plus write my own music (thank you, high school and college band!).

Conclusion
Overall it was a really great experience, and I feel like I lucked out. The one thing I can readily think of to do different next time would be to round up a team and share the experience!
I've seen so many awesome looking games published for this jam and I'm looking forward to playing them!
Check It Out
Tiny Terraformer