This is kind of embarrassing. I just realized it’s been over a year since I posted here. It doesn’t even look like the embedded text editor is the same anymore. I guess I’ll start with what’s happened since my last post:
[begin part to skip if you’re reading this without having read previous posts]
SpaceMerc flopped. I thought about how much work a point-and-click engine would take, then stopped because I decided to look into other ideas. Then I worked for a while on a potential modern update on Lemmings. That didn’t last long, due to growing concern as to whether I could make it in a way that anyone other than me would like. Finally I tried experimenting with detective scenarios in a friend’s custom made TTRPG (this one) to see how well I could entertain players that way. The fact that the first session was 12 hours long without complaint gave me hope. Since then I’ve been struggling to dish out a 1 case prototype, hoping to make a complete and mostly polished case so I can better demonstrate that it’s actually a good idea. More on that possibly in a different post, but the main distinction should it work out would be a non-menu-based solving gui that allows the full investigation to be in the hands of players. It’s also been slow due to making the game engine (currently under the name “KEG”) at the same time, which hasn’t been easy.
[end part to skip]
This brings me up to the current topic: I tested out what I’ve got so far of my half-finished “KEG” game engine in a game jam. The details of my engine and even my entry aside, I still have a post here from the last time I entered a game jam, and I thought I look at how the two jams compared with regard to that advice.
Here’s the things from last jam and how well this jam did on each:
Read the Rules — Fairly Well
The structure this time was 1 month with no special element or topic, but making a prototype instead of a finished game. The rules were simple. All assets specific to the game had to be made in the month (so general stuff sitting around or stuff gotten from public sources was fine). Credit for assets not created by the team had to be listed in an included txt file. If an entry wasn’t disqualified (more on that later), the judges would spend up to an hour on it (depending on if a game-ending bug popped up or if the game ended early). There were categories too, but I can’t even say how they were handled since the judging hasn’t finished at time of writing. The main rule that came up was the entries had to be submitted before the deadline and then the file left unchanged (this was hosted on itch.io).
While there was mention in the forums about obvious cheaters, but they were few. From what I saw, most of the rules-based issues occurred because people tried to edit their download after the deadline, resulting in not having a game up. This is a fairly innocent mistake, and some of the cases were due to entering their game in multiple jams at once (which was explicitly allowed), so I think the participants did a good job.
One last thing of note in this category: a large number of games didn’t include the credits.txt even despite obviously using other people’s work. In one case, the game including logos from famous metal bands. Sigh. There were also a lot that only had a credits.html file, which is not the same.
Consider How Your Player Will Quit Your Game — Mostly Fine
The vast majority of entries I’ve played (140 out of 335 so far) were made in rpgmaker (so already a framework in place to quit) and/or started in windowed mode. My own entry is in the latter category since I didn’t have time to make a menu, and I am ashamed. So far the main violations of this I’ve seen were one game that had blocking loading screens (so even alt-tab wouldn’t work) and one game in rpgmaker that blocked alt-enter from working.
Start With Something Playable and Keep It Playable — Not So Much
As mentioned, a large amount of entries were in rpgmaker. This means a large amount of them focused on setup or premise but did nothing to ensure balanced gameplay. This is very backwards. If you’re not going to balance your jrpg combat, don’t have jrpg combat. Your story will be ruined by it, no matter how good it is. Worse, your prototype won’t appear as much like a good idea. Combat can be added in later if needed, so focus on what works.
Similarly, there were a lot of unity and gamemaker studio entries that tried something original and ambitions, then failed miserably. I have more sympathy here though, since they were at least focusing on the right priorities, especially for a prototype.
The worst entries in this category were the ones that weren’t video games. I don’t mean that in the weird definition of “games” sense. I mean there were multiple entries that weren’t executable pieces of software. I found two that were series of images.
Don’t Make Unskippable Cutscenes — Not. Even. Considered.
Let me first get out of the way that I forgot to tell my players how to quickly skip my text. I used the visual novel standard, but there’s no reason to expect general players to know anything about that. That said, I still allowed completing the text instantly by pressing the button. Many of the rpgmaker entries I saw used slow text that couldn’t even be made quicker and even put mandatory pauses in the middle of a line of dialogue. Don’t do that. Whatever cadence you think your characters should use, it won’t be conveyed that way. You’re just punishing people with faster reading speeds. Also, if you care about your story, let your player get on with reading it. Don’t put long pauses between lines of dialogue if your characters aren’t doing anything. What’s more, the most polished entries I could find still had repeated text triggering for inane reasons.
Single-player Is ALWAYS Important — Not Really Relevant.
Since most of the entries were adventure games or rpg’s, this didn’t come up as much. The dev who made a chess variation and included a working AI opponent deserves some recognition though.
Don’t Assume People Will Actually Play Your Work — Extreme Minority
I saw very few entries where this would be a problem, and mostly they were just due to long text scralls and unskippable flashy graphics. There were a few extreme cases though. One entry was disqualified due to trying to make the judges pay money.
Make Your Game Fun Before Making It Fun to Look At — Hoo Boy…
I’ll admit. The week I spent animating my player character might have been a bit much. The half a week I spent making a thousand tiles for the backgrounds (in batched images that made it a fraction as many images) and 20 NPCs might not have been totally necessary. However, the main reason I did both of those was in favor of gameplay. A fun parkour system actually does need a minimum amount of animation to feel good.
In comparison, multiple full pixel art backgrounds while your player character can barely do anything is not justified. Extremely detailed and nice-looking point-and-click backgrounds in which the items don’t seem to belong and the walkable areas are unclear is certainly not justified. Straight-up explicit nude character bodies in a character creation tool that isn’t needed to show of gameplay isn’t even in the same set of dimensions as justified.
That said, many of the entries had separate people doing art from the people doing design, so there were entries that managed both.
Decide on the Size of the Art Before Making It — Not Relevant
I saw one entry fail that might have failed at this, but more likely it was an asset flip. All the rpgmaker entries didn’t need to consider this, and the other ones with problems had bigger problems.
Ensure Your Game Works On Other People’s Computers — Briefly Relevant
This was one of the things that entries could be disqualified for according to the rules. I saw one entry fail to include rpgmaker distributables and 3 that failed to include unity’s dll. The participates at least knew to test for this.
Don’t Assume Other People Have Large Screens — Mostly Fine
A couple entries failed at this, though at least one clarified having simply forgotten. I’m willing to believe that.
Don’t Expect Players Using a PC to Own a Controller — Didn’t Come Up
Consider Your Game’s Controls Carefully — A Few Issues
Aside from the point-and-click that used bizarre controls, most used either typical indie controls (z, x, and arrows) or rpgmaker defaults.
Other Issues and Further Thoughts
I think the fact that this jam was on itch.io likely helped, since most of the participants had enough experience to not do stupid things. That said, there’s a lot of things that stood out anyway that I think could use mentioning, even if not with bold titles.
— rpgmaker doesn’t have good defaults for combat. And you don’t have to use its combat. If your story is good enough, just the ability to talk to who the player wants and to pick up items is good enough.
— If people are playing a prototype, knowing it’s a prototype, they’re probably going to be forgiving about mandatory tutorials. It’s better to tell them how to play, even if as a quick list of controls, than to have them struggle to figure it out. Or at the very least, include the controls in your game’s description.
— Advertising your game is fine. Advertising your website is fine. Spreading advertisement all over your game raises questions about your priorities. Advertising where to get more current versions of your game during a contest in which your entry is still being judged especially raises questions.