After 48 stressful hours our small team manged to finsh DEPTH JUMP, our team's 4th game jam game.
The game was made in GameMaker and is slightly inspired by Wario Land for the Virtual Boy and Celeste. The main mechanic, the depth jump which allows players to switch layers, was interesting to implement. The illusion of moving between two planes, the foreground and background, was achieved by shrinking the players sprite size and switch which objects the player can interact with. I might make the main character into a character mod for Rivals of Aether.
My first game jam and my third finished game. I think the results are not bad. I didn't think I'd manage to do it so fast. Thanks, everyone in this community for the opportunity to have so much fun!
It was interesting to work on a project using a different environment. For sprites, I used Procreate 5 and AirDropped it right into Unity, which is super helpful. Small edits and tweaks, simple new sprites, etc. were ready in seconds.
The hardest part was understanding the scope. I think that the initial plan was perfect. Almost all of the features that are in the game were planned at the start. But estimating how long each element will take and how much time left overall is painful. The time management and planning is massive for this kind of rushes. But I think now I feel more confident about that.
To create sounds, I used only my voice, bass, and rhythm guitars. Post-processed everything in Adobe Audition (7-day trial version) to make it sound like underwater.
I really wanted to make music but didn't have time for this delighter. If you'd like to play my game, I recommend listening to some chill hop on the background.
Now it's time to sleep and play some of your games tomorrow. I wish everyone luck!
I always, always forget about submission hour! But I still made it.
Really proud of my first pico game and it was great working with something pixel & tile based again. Will definitely repeat.
Hope everyone was able to finish their projects or learn enough to compensate for a half project. Happy post-jam!
I had a lot of fun creating this. My highlight has to be the recording of whale sounds. If they didn't before, my neighbours now think I am totally nuts.
I do wish I had more time (as usual) and would have refined the gameplay mechanics. I had a ton of ideas to add but I would also have liked to refine the way whale-steering works. Whale, it is what it is.
If you like, take a look at
I knew I had no time to join this time, but I just can't help dreaming. Spent some time thinking out a concept and made a suggested UI for it. You're a space marine mission commander sitting in a space craft, communicating with your team as they try to locate a precious laptop from a research facility that went completely dark and silent a week ago.
There's nothing more done apart from the mockup though, so I won't have anything to submit… unless I can smash something together this evening? But I have no time… unless?
Excited to be back doing Alakajam!
This time around I went in as organic as possible, using an acoustic guitar, cabasa, cha cha nuts, and a wooden hohner recorder I luckily found at a nearby Clas Ohlson. The sound effects are also recorded at home. Sounds include flipping through pages in a book, hitting kitchen utensils together, burying my hands in baking beads, and joslting rocks in a basket to name a few.
Hopefully we'll also have time to implement them into the game too! 😅
Oh golly how time flies. It's been our team's first Alakajam and I think I can speak for our whole team that we've had a lot of fun. CandyKitten is our main artist, R3messa is our main programmer, Haxxard is making cool audio and I Devousa have been responsible for game mechanics design and UI design.
Below is a background image from our gameplay scene. We are using Unity as our game engine. Personally I've learned a lot about version control and solving Git merge conflicts during this weekend. Because a game jam wouldn't be a game jam without speed bumps.