Godot Wild Jam 72
Postmortem: Quack Circuits / Godot WIld Jam 72
The ratings are in, and Quack Circuits… ranked near the bottom in most categories (there were 156 submissions).
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Getting 21st in “originality” suits me just fine though– that (or whatever similar category is available, like “innovation”) is usually where I do best, and doing well there is the kind of thing that makes me think I have something to contribute to the game dev world.
The comments were generally positive, which isn’t unusual– game jam participants are a friendly bunch.
For 8 of the 9 days of the jam, I was working on a fairly straightforward puzzle game. In the final 24 hours, I pivoted to making the puzzles a mini-game in a larger story of a duck trying to escape… something (in my mind, it was an animal testing lab, but that never made it to the final product). Would it have ranked higher if I spent that last day refining the puzzle game? Maybe? I can’t know.
One thing I did for the first time, was get deployment nailed down first. Before I wrote a line of game code, I had the base project all set up with Github Actions and successfully deploying the base project to itch.io. I’ll definitely keep doing that for future projects.
So, I had a serviceable puzzle game. The feedback in the Karchner household was pretty much:
That’s boring. You should make the game less boring.
So now, the puzzles are a minigame in a larger… duck….quest.. thing. I wouldn’t exactly say it works. But it kind of works?
I still like the puzzles.
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Despite previous predictions, I haven’t gotten a chance to work on improving the art and adding sound, music, polish, etc yet. I’ve got until 4pm Sunday to make improvements.
But, I can at least call it a game now! There are three puzzles. I think that’s enough for a jam entry.
It’s not a game yet– but it’s interactive! By tomorrow night, I should be able to have a couple of playable levels, and that will leave me most of a week (including the weekend) to focus on improving the graphics, adding sound, and other fit-and-finish work.
A feeble #screenshotsaturday for my Godot Wild Jam work in progress. The current idea is something like Pipe Mania meets Snap Crcuits. This screenshot does not convey any of that, but I did get to the point where the game can detect whether a complete circuit has been made and react accordingly.
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The theme is out for Godot Wild Jam #72. It’s a good thing I spent time last night finally figuring out how to make 2D lighting and shadows work…
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GWJ72
When I was writing this post, I almost committed to sitting out game jams for a while, in order to focus on a small number of longer-term projects. Honestly, I could use some momentum right now, and I feel the most momentum after finishing a game jam.
So, I’m signed up for Godot Wild Jam 72.
This time around, I’m going to try to make a really simple game, and focus on the visuals and providing a quality, polished experience. In other words, I won’t try to design a whole-ass magic system.
(though thanks to a recent humble bundle, I’m looking forward to diving in to Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice.)