I love game jams.
They’re a great opportunity to flex your creative muscles and make something amazing, in a very short amount of time. They allow small developers like myself to get our games out to a much larger audience than we would normally have access to, and they bring developers together to work toward a common goal.
Here are a couple I’ve participated in recently:
0h Game Jam – November 4th, 2:00 AM to 2:00 AM
“During DST hour shift, we shift clocks backwards, so there’s actually 1 hour between 2:00 am and 2:00 am. This is the best time in the year to make a game! Make a game in zero hours!”
My entry for the 0h game jam is called “NO TIME!” it’s a short, 5 level game that’ll put your reflexes to the test! Can you beat it?
F*** This Jam – November 9th, 6:00 PM to November 17th, 6:00 PM
“F*** This Jam is a jam centered around the theme of making a game in a genre you hate. Through utter ignorance for conventions and hate for the established rules of a genre, beautiful things will happen.”
The genre I decided to tackle for this jam was the family board game. I hate the genre because it typically focuses on luck-based gameplay, rather than skill-based gameplay. With my entry, LUDO-BOTS, I took the tropes of the family board game genre, and turned them on their head! While the game heavily features dice rolls and random card picking, the only way to win is to carefully observe your opponents’ behavior! Download it, print it out, and try it with your family!
Ludum Dare 25 – December 14th, 9:00PM to December 16th, 9:00PM
“Ultimately, our goal with Ludum Dare is to encourage people to sit down and make something. Our hope is that the new structure continues to encourage more and more developers to join us and create a game in a weekend.”
The theme for the last Ludum Dare of 2012 was “You are the Villain”. This theme fit perfectly with an idea I’d had kicking around for a while, a 2D platformer with a one second control lag. Normally with platformers, it’s absolutely taboo to have any delay between when the player presses a button, and when the player character reacts. I wanted to explore what would happen if you introduced a lag, and whether or not it would be possible to make a good platformer this way. Try it out and decide for yourself!