Do You Want to Win?

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jam gamedev

Wat?

The results for the Jam are out. Shockingly, over 10 people played and rated my game. Apparently it placed 12th out of 45. Awful, but not too bad considering I wasn’t aiming to win.

Should I have been aiming to win?

Well, maybe? Now that I see the scores, I realize that it’s a completely different game if you’re playing to win. Frankly, winning a jam is saying that your game would sell the best out of all of the entries. Thus, you’d be practicing marketability and overall game development skills.

What would I do if I wanted to win?

First, identify how the entries will be rated.

Maritime Spammers Open Game Jam 2018 Results

In this jam there were seven categories, all of which contribute evenly to your final score. Now, just get the maximum score possible in each category by not sucking. Blog post done.

I’m actually not qualified to say more than that, but that’s what I would try to do.

Make my entry marketable

Using the exact same techniques as if you were releasing a steam games. Make the profile photo as interesting as you can, while not falsely portraying what the game is. Since not everyone rates every game, people are going to play the games that they think are interesting or align with what they like to play. If this photo makes these people play something they don’t expect, they’re more likely to rate it lower than they would if it was a game they like. They wouldn’t find it as fun, that’s for sure.

An html5 port should be published, always.

Godot needs to fix this. This creates much less friction when trying out a game. All of the jam games I played were ones that had an html5 port. Not surprisingly, these had the most ratings. I’m quite surprised that I got above the minimum 10 ratings required without having a web port. A lot of good people just try them in the spirit of the jam, then towards the end some people play the ones that only need a couple more ratings. I noticed that all of the games that had 8 ratings jumped to 10+ during the last few hours. While the ones that were at 7, stayed at 7.

Get a team if a team is allowed

This is obvious. If you’re able to team up with people better than you at certain things, then you will have a better quality product in a shorter amount of time.

Not suck.

Yeah, just don’t suck. Make the game funny, if funny’s a category.

Am I going to try to win?

Not any time soon. I’m trying to do things myself here. I could try to enter a solo jam, but I don’t think my skills are up to par. I don’t think that trying a jam would be the best use of my time. I need to train and think about pretty much every aspect of my ability in isolation. I need to draw and model a lot more. I haven’t even started thinking about making a game appear marketable. What is music? Having your game look good in gifs is priceless.

Will I enter another jam?

Maybe.

Do you give a shit?

Who’s you? Nobody reads this garbage.

Conclusion

The jam was fun. I think if I were to enter the jam it would be either for entertainment value or to try to win. It’s actually a pretty good arena to train your ability to make a marketable game. I’d like to do another one, but I actually don’t know if it’s the best use of my time. I just started a new project which I hope can stick. I’ll try to make it visually appealing enough to share. Maybe that’ll make some poor sap curious about this blog. Sorry that you lost some IQ.