My original plan was to add music to a past jam game, but I have this little idea for a platformer that feels easy enough to explore. It will be pretty straightforward mechanics-wise, possibly quite hard, and as the gif suggests it will be synchronized to the music.
Good news is it took under two hours to get the basics in place with Unity. It's surprising that not many games I've seen explore that kind of stuff… The closest that comes to mind is the "140" indie game, otherwise I haven't seen it in jams that much.
The gif is only an early test so possibly not representative. I'm not 100% sure where this will end, but I have in mind some danceclub-like atmosphere with a heavy electro track on top, and difficult platforming where you find gaps between constantly moving shapes to try and stay alive. Let's see what I can get!
The 8th Kajam will start with the new year and will focus on Music!
It will be hosted by game developer and musician @Tijn (Twitter). His experience in music includes contributing songs (as Nerk) to the soundtrack of PC game My Summer Car, composing the occasional chiptune with the Adlib tracker and having a weird passion for exotic VST plugins.
Stay tuned for more details :)
The next edition of the Alakajam! event will start on February 21th.
As always, the event is about making a game, from nothing, in a weekend. Teams or solo devs, beginners and professionals are all welcome to participate. If you opt-in to the competition, you will be ranked against every other contestant! If you prefer a more relaxed setting, the unranked jam will still give you an opportunity to get plays and comments.
Dates | Phase | Description |
---|---|---|
February 7, 7pm UTC | Theme submission and voting | You can submit theme ideas for the jam and vote for all other submissions. |
February 14, 7pm UTC | Theme shortlist | Only the best 10 themes are kept. Rank them by order of preference in this final phase of theme voting. |
February 21, 6pm UTC | Countdown stream | An official stream is held on Twitch bu @DanaePlays, @Aurel300 and guest @Thrainsa to launch the event! |
February 21, 7pm UTC | THE JAM!!! | Start making a game solo or as a team, and simply submit it before the deadline! |
February 23, 7pm UTC | End of ranked jam | The main competition ends here, exactly 48 hours after the start time. Submissions will remain open for an additional hour after the deadline. |
February 24,10pm UTC | End of unranked jam | If you want to go for a relaxed weekend - or need more time - you can create a game in the 72 hours of the unranked jam. |
March 8, 7pm UTC | Results | After two weeks during which all entrants are invited to play, rate and comment on other peoples games… The results are released and the winners crowned! |
There are three divisions:
- Solo, in which you make a whole game alone in 48 hours
- Team, in which any number of persons can gather to make a game in 48 hours
- Unranked, a more open division which grants about 72 hours to finish the game. Useful for those not interested in the competitive aspect of the event, want to work on an existing project of theirs, or simply did not finish their game in time.
See the full rules for the Alakajam.
All you need to do is:
A lot of participants also post an "I am in" blog post presenting themselves or their team before the event. Describe what tools and frameworks and engines you will use to create your awesome game! Which themes do you like? Let us and the community know!
If you can, feel free to spread the word about the jam - the more we are, the merrier! glhf ;)
Congratulations to the authors of finished (and unfinished) Challenge entries! It can take some courage to finally brand your game as commercial and put a price tag on it. We hope this event helped some of you jump this hurdle.
We now have one week reserved to gather some feedback on the submissions. Everyone is invited to comment on:
I'll be leaving submissions open during the next week for any late entry.
Any entry that made money is considered a winner! Let me know when you win to be added to this list. You also earn the right to use this badge anywhere you see fit :)
Win date | Entry | Author | |
---|---|---|---|
Dec. 1st | Random Sports Party | @jcochet @Ilkalys | |
Nov. 26th | Dashy no Witch | @voxel |
It's official: the results for the 7th Alakajam! are out! You can find the results here:
Kudos, high fives and back slaps to everyone who participated, in whatever way(s) you chose to. We hope you had a blast! If you have things to say about the event, feel free to share any feedback on the #headquarters channel of our Discord server.
The next Alakajam! will take place in February 2020, with the exact date to be set in stone very soon. Since it is in a long time, we have a couple events in store before then.
The next event will be a gaming competition called AKJ Tournament, where the community is invited like last time to play & compete on jam games! If you want to submit your own game to the event, follow this link.
Thanks for being part of this fun event, we hope you had a nice time! See you next time :)
For the next two weeks, all entrants are be able to give ratings on other games. Take some time to play & rate games, and even better write some feedback about it! Getting constructive feedback is one of the best ways to learn and improve one's game design skills, so please dish it out in buckets. While people who didn't enter the event cannot rate games, they can still post reviews.
By rating & commenting (even on Unranked entries), you will gain Karma that will make your game more visible to others. A high Karma gives you more chances to get ratings yourself and reach the minimum of 10 to be classified. Otherwise, you will not get a final ranking!
On October 6th, at 7pm UTC the final results will be released and the winners crowned :)
This event is meant to get you motivated for releasing and marketing a game (or any game related product) during the month of November. If you release your project and eventually earn $1, you win! The aim is to use - and hopefully improve - your release and marketing skills, and hopefully give you the pride of making some money off of something you made.
Your product can be a game or anything game related. This includes tools, assets, etc… And it can be a project you have already worked on, like a prior game jam entry that just lacks some polish and contents for release.
No. You can complete an old project or start a completely new one! The only objective is to release during the month of November. You don't have to earn the money in November either, winning later is still winning.
The amount of money earned is somewhat arbitrary, but if you want to set an amount, you can use 1 unit of your local currency. The goal is really just to learn about the release and marketing process, and ideally make some money off of your product.
People are encouraged to give feedback on each other's products. If your releases have an upfront price, we suggest exchanging keys between entrants instead over at Discord. Even if you didn't get someone's product, you can still give them feedback on their marketing efforts!
As the name implies, it's during the whole month of November. You have until the end of the month to submit your project here. Then when the month ends:
Share a tweet-long story using as many themes as you can. The winner will be chosen on stream by TigerJ!
Post your story as an answer to this tweet to join the challenge.
We're finally gathering again our team of friends that first worked together for LD43 (see pic on the right for the resulting game).
BalBoom and Thrainsa last worked together for the 5th Alakajam yielding the Trinity puzzle game. I'm also a regular partner of Thrainsa, just check our profiles to see how many jams we joined together :)
The goal this time is to make a platformer (probably not tile-based), the kind of stuff that is easy to make when taking advantage of Unity's physics engine and its other native tools. That would mean less time writing code, more with the level editor making actual contents.
The idea is inspired by a short game (see gif below) made back in 2017 for the very last MiniLD held by Ludum Dare. I had lots of fun making it with very little code: most of the time was spent drawing random shapes on Photoshop, importing them into Unity and building levels out of them. Reusing that approach as a starting point would be great to quickly get BalBoom up to speed as our level designer.
Good luck to all!