Patrefans
GameMakersToolkit from patreon
GameMakersToolkit patreon

GMTK Game Jam 2021 Post Mortem

🕑 Added 2021-06-23 08:19:07 +0000 UTC
GMTK Game Jam 2021 Post Mortem

Comments

Ian Price

I've said it before and I want to say it again: your team finder tool wasn't just good, it was revolutionary. It shouldn't just come back next year - it should become a year-round indie team finding tool. There's nothing else like it, it's amazing. I also want to advocate for a longer jam. 48 hours isn't enough to test anything. It encourages people to crunch in unhealthy ways. I understand the tradition it's in, but just because it was done before doesn't mean it's good. The virtues of getting things made fast are not worth the stress of the crunch mentality. A week or two would allow a healthier schedule, and there are other jams which give this much time.

Le Don

About the late submissions, I think the 20 minutes grace period is too low. Testing the game in the last few hours and finishing it is a lot of stress. itch.io servers also crashing due to the massive uploads is even adding more stress. So 20 minutes feel like a little band aid on a cut wound. Something like an hour (Ludum Dare) seems more appropiate - recently I joined a jam that had even a 4 hour grace period, which was amazing! After that it might be absolutly fair to allow no further submissions (Also Ludum Dare have that clock, that is ticking down until the official dead line, after that it ticks down another hour, adding to the feeling of "Time is up, now I should wrap up") Also I guess it might be helpful if people were still allowed to upload a new version of the game. Speaking of experience, after deciding on the final idea and working on it, there's hardly any room to change the game in any essential way. There might be patches to iron out some minor problems, which shouldn't change the quality of the game that much, but if it does (for example because of a game breaking bug), wouldn't it be better to rate the game based on the idealized version? Both changes (bigger grace period and uploads after the deadline) might soften up the rules a little, but they also do so much to take away the stress and to give the contributors some healthy leeway.

Robert Vionny

Hi Mark, I have a quick question for you out of pure curiosity. Do you know if there was ever a game from previous GMTK that was worked upon and developed into a full game ? Would be sweet to go back and check the evolution of such game if there is one !

Tukaro

tbh I'd be happy to volunteer for the role of "hate bearer". I have no social skills and am very direct, plus I fight with aunts and uncles on Facebook all the time so it would just be another day ending in y for me. You'd probably find other such volunteers, too, or perhaps the GJ mods would time-share the address.

Tukaro

As for your own sanity (plz stay sane), I think you can minimize or avoid two sources of anxiety: 1) Have all correspondence go to an instanced e-mail address (e.g. gj2021@gamemakerstoolkit.com) and have someone else do first-pass. This creates a cut-out: any GJ-related e-mail sent directly to you gets summarily deleted, you deal with less anger/harassment, and the person who is dealing with the brunt does so for an extremely limited time and then it's all over. (Like getting teeth pulled; you know it will suck but it needs to be done, and once it's done it doesn't happen again... usually.) Once the jam is said and done, the e-mail disappears or forwards to /dev/null 2) Plan a schedule for judging and announce it ahead of time. For example: Initial 24 hours post-submissions are a "cool-down" to fix last-minute wrinkles and let people play games and vote; next 2-3 days are you going over the "first 50", early top 50 which are unlikely to fall out of the top 100 (as you did here, but in less time) and voting is closed at the end of this. Next 3-5 days are for the remainders of the top 100 and picking your personal top 10, and the results video will be released within 14 days (or 10 business days, if you like) following the end of the original Jam window That's a longer schedule than you had this time, but my experience is that if you set expectations up front the demands of participants/audience and your own anxiety will be much lower. Even if it's not as fast as they'd like, everyone knows what to expect and as long as the schedule is stuck to the whiners will be few.

Tukaro

Regarding time allotted, take a peak at how Iron Chef America operated: On the show it looks like they have their 25(?) minutes to make everything, and what's not on a plate by the end can't be served to judges, and that's it. However, after that frantic bit but before the judging they are able to make all of the dishes again while cameras are off, and these are used for the judges (anyone who pays close attention will notice most plates made within the time limit couldn't really be split three ways.) So, perhaps something similar can apply here: Participants must submit a prototype with the core gameplay intact by the end of the 48 hour window, but they then have another 2-6 hours (however you'd like to break it down) to fix bugs, add polish, etc. and submit an updated entry. This "gold" submission must not deviate in gameplay from the "prototype" (this would probably have to be on the honor system, with perhaps a bit of crowd-sourced reports of significant differences) and still has to meet a hard deadline. If no gold version is submitted, the prototype is used instead; prototypes could also be marked "gold" to indicate no further submissions planned. So long as a prototype is submitted by the first deadline, as many gold submissions as the creator(s) like can be uploaded so long as they're within that secondary window. I don't know how itch.io works, but I assume creators can publish updates; the question is if the updates published would lose the information of when the prototype was submitted. If there was no submission within the 48 hours then the gold version is disqualified, but if uploading a gold version blows away the prototype upload timestamp it would be a huge problem. I think this not only adds more flexibility and perhaps may feel "fairer" to some, but also better emulates how normal game development works.

Game Maker's Toolkit

When you lay it out like that… yeah I guess it was a lot! I’ll finish up this week’s tasks then take some time off next week :)

Dalen W. Brauner

I know you're probably under some pressure to put out a video for everyone uninterested in the Jam, but please take a breather, and please pace yourself! 50 hours of straight video editing, a panic attack and a marathon of live-streaming games is no small potatoes. You did a fantastic job with the jam this year- you deserve some rest. (And avoiding burnout is important, too!)

Dalen W. Brauner

Part of me wonders if the chain used in the visuals stuck in people's minds stronger than intended. I wonder what would have happened if the visual was, say, two hands holding each other instead. (After all, it's not the Phrase "Joined Together" that invokes the idea of a Tether, at least to me. But maybe the overall description played some part in that, too.)

Matt Glanville

Sorry to hear you had such a terrible experience in the submission period. There's really no excuse for aggressive behaviour like that. Not cool. For what it's worth, I think a slightly longer grace period would be really appreciated and I think the general spirit of the GMTK community is friendly and respectful enough that most people would probably honour it. My personal experience was that I flip-flopped around a few bad ideas on the first night and made zero progress, then spent some time with my wife & son in the mornings, and then ran out of time to do a bunch of things I wanted to do. Doing a game jam with a 2-year-old running around is really hard, it turns out. Creating an entirely new game in a weekend is a lot of fun! But fighting server issues and panicking in the submission period is incredibly intense and stressful and, to be honest, not much fun at all. So I would personally be in favour of an extended submission period. Either way, I'm very proud to have made it into the Top 10 people who outright refused to come up with an original name. 😌

Willhart

Like we don't want people to panic. The three hours should account for the time to figure things out, even when you are busy with something else.

Willhart

I'd say three hours might be the minimum, considering how much can go wrong in the last minute.

For the livestreams I liked that you didn't reset the submission form, and so we only had to add in our game once. Last year this was much more chaotic, but this year that too felt much more streamlined.

Thank you so much for the team finder, as it allowed me to find a great artist to build a game with. And sorry about the issues you had with late entries.

Hamcha

Thanks for all the breakdowns, I find it very interesting personally! I submitted my game 30 minutes before the 48h deadline (expecting server issues, I'm used to the Global Game Jam website also being unresponsive during the last hour) and felt a bit cheated when I saw the extra time since I already gave up on adding things like a tutorial and extra bug fixes. I think having NO grace period (like the 50 hours) might have its own issues too though. Maybe encourage devs to have a build by 48hrs in, but allow patches until the final grace period?

Another great jam, congratulations Mark ! I'm surprised the theme was so poorly received - I'm thinking maybe something like "Connected" may have sounded broader from a design perspective, whereas with "Joined Together" it might be harder for some beginners to picture something else than two elements bound by a string ? I dunno.

Menderbug

Interesting that the theme was so unpopular. I preferred it over the last couple of years (I think my favourites so far are still the first two, but I didn't participate back then).

Callum Forsyth

I work in University admin, and I am literally right now having the same emails from students submitting online exams well after the grace period. We've tried a number of methods, none of them very effective. I would argue for consistency, so try keeping things the way they are and do the whole "them's the rules, you know them, and they've been the same for years!" Sorry for the grief you got, it's not a great feeling!


More Creators