Hey there, I'm one of creator of Paisible après-midi au fil des toiles! I am so glad that you and so many people liked our game :D By the way in my name (Lefebvre), the "b" is silent (because old French) so it is pronounced "Lefevre"
Me and my friend Rodolfo are super happy that our game (Towerbag) is in the list. Thank you so much for all your videos and for making this GameJam, it was super fun!
For the chicken hive thing, I might have an idea: 1) draw a ramp up to either side, with a platform and a wall at the end of that platform |__ \ \____ 2) let the chicken walk all the way up and 'bounce' of against the wall |__ \O \____ 3) contiue the ramp, but in the other direction, the chicken will now walk to the door ____ O/ |__/ \ \____
I didn't know you could draw while the chicken was walking. This is such a cool puzzle. Might be too hard though. Maybe the developers can find a way to teach you that mechanic in an earlier stage.
@Samuel HIRN More so for games made by one person. I can see how a small team with some game jam experience can do an almost-ready to ship game in that time lapse but doing a 10lvl solid puzzle game in 48h without pre-made assets is quite the feat :)
This game jam was my first, I didn't finish my game, but I sure as hell am going to! Now that I don't have only 48 hours, though, I'll put some polish in first. Thanks for the great experience, and well done to all the incredible game makers who did manage to finish something.
Don't polish it too much either. Not finishing it in time isn't important but the idea of a jam is to have a working game as soon as possible so that it doesn't take too much time off other projects
I know I'm a year late here, hopefully you did finish your game. Maybe others will get something out of my comment. I'm sort of in line with the others here. One of the most difficult parts of indie game development, is actually putting your game out there for public scrutiny. So don't let perfect be the enemy of good. Game jams are a good way to force you to avoid just that. So for everyone reading, get your games uploaded some place, as soon as you have something playable, if your planning to publish for free. The less time you spend on a game, the more impressed and encouraging your players will be. And the better you will feel for having accomplished something. Whether or not you go any further with the idea, or start a new project all together.
Time codes for games*: Kickochet - 1:49 Project1on - 2:55 TowerBag - 4:19 Castle Demonstone - 5:41 Level 1_1 - 6:34 Paisible après-midi au fil des toiles - 8:00 Singled Out - 9:35 InFAILtration - 10:52 Intercom - 12:04 Hivemind - 13:39 Cannon - 14:32 One Action Heroes - 15:18 Lurking in the Dark - 16:16 Super Polygon - 17:20 Only One Minute Before Restart - 18:39 Soulward - 19:24 Chicken Hike - 20:14 Block Steady - 20:57 Happy Accident - 21:58 Buddy System - 22:41 *I place the time codes around when Mark says the name of the game out loud, since I'm mainly using these codes for my own personal references - especially TowerBag. Mark actually tends to have a few things to say about the concept displayed in some of the games, so go ahead an watch the entire video for yourselves to get more insight about each game!
This was my first game jam ever and while our game got nowhere near the top twenty, it was awesome collaborating with someone on a game (a first for me), speedrunning a dev cycle in 48 hours (also a first), and having others play a game I made (another first). Thanks Mark and thanks to everyone who participated. This was a lot of learning, and a lot of fun.
This was my first game jam and as a fan of the channel, I was hoping that I'd see my own game in the video. However, I'm greatly humbled by the experience and had a great time regardless! Congrats to everyone who participated!
We've made our first game in this game jam, and we had a lot of fun. Looking forward to anticipate again next year :D Thank you for hosting and reviewing, mark!
I absolutely adore this. I am truly amazed at what these developers were able to do and create to submit. I think I admire it so much because I am not a very creative person, so to see the incredible ideas portrayed here is really moving. I hope the developers get motivated to expand their ideas, and I hope all their hard work and creativity pays off. Every year I expect this event and every year it mesmerizes me. So thank you all
I didn't make the time to participate, but proud of the community for coming together! It's a delight just to see what you creative people come up with.
Chicken hike was easily the game I sunk the most time into. The solution for the level you struggled with is to let the chicken walk completely to the right wall, loop your line around it self downwards, not trapping the chicken and then letting it walk to the door, as it turns around when it hits a wall.
These game makers are ridiculously creative - props to everyone who participated, even if they didn't finish their project! The fact that you pushed yourself into coming up with creative and fun ideas and game mechanics deserves applause! On a side note: does anyone know how many of these games were made with an open-source game engine? I feel like Unity/Unreal are professional-grade tools that are undoubtedly used everywhere, but indie game makers can actually try out open-source projects and help the community by providing their valuable feedback.
One Action Heroes is awesome. Soulward is so much like Celeste, I mean it in the best of ways. And the french paintings thing was great too. Those three I'd definitely buy.
20:45 you bastard. You knew this was just the hook puzzle lovers needed to try the game out for themselves. Well played sir. Game was short but enjoyable, thanks for the recommendation.
Regarding the game Singled Out, it reminded me a lot of Edmund McMillen's "Fingered!" in the sense that you have to pinpoint a specific individual out of a crowd, and doing so incorrectly will make you feel guilty for having sentenced someone to an untimely death. I'd recommend it for the same reasons Mark liked Singled Out, though it is a bit more... oblique. (Also: it's "shuriken," not "shiruken.")
FINALLY, the game mechanics are flowing... a memorable game is one that makes you rethink that i game could be and all the gamejams did exactly that. im looking forward to more
Intercom reminds me of another game I played years ago where each level added a new skill to your character, and let you to choose a key for it. I've sadly lost the name of the game and have failed to find it despite many hours spent searching online, but I remember it vividly because of how good the concept was. It doesn't help that it might have been in French too, I speak both languages and don't remember in which it was. Early levels make clever use of the imposed limitations. For the first level, you can only walk right. You must fall between platforms while making sure not to fall too low and miss the goal. The second level lets you jump, but since you can't go back left, you have to be careful not to overshoot a platform. Eventually you unlock the ability to dash, crouch, double jump, air dash, use a grappling hook... but each of these requires a new key. It's surprisingly counter-intuitive to have to press a different button for a midair jump or midair dash. Eventually, you are forced to replay the game from the start because the controls you've chosen are no longer viable. And in trying to keep the more accessible keys for later in the game, you end up making the earlier levels more difficult for yourself. But there's only so many skill ideas you can come up with, surely the game ends at some point, right? That's where the dev was even more clever. When they ran out of ideas to make it harder to control the character... they added the ability to control the goal. Sometimes you need to move both the character and the goal at the same time so that they can meet in midair. Sadly, the game eventually became unplayable without a gaming keyboard which lets you press many keys simultaneously, so I never finished it. Another great example of how minimalism can help you find ideas which you can then apply in another context. The idea of a game where the controls are increasingly hard lead to a game where you control two characters at once and the goal is for them to meet.
One actions Heroes and Lurking in the dark are really 2 games which you could buy right away. Soulward : its mechanics is insanely satisfying. Buddy system : well done with the pathfinding ;).
the waterboy diveboy One-map game. what you described is The Lost Vikings 3 characters. One map. each helping the other. Jump/dash shoot/swing block/glide
That's the spirit (the not giving up part! With so many games and so many talented creators, I don't think it's a reflection of your skills. At this point, with 7k contributors, I think a lot of it is down to luck
@@lostleviathan2352 You're right. You know, at this point, anyone can create 15 accounts and rate himself 5 stars in everything, launching himself at the top. That's what I tell myself to not go insane omegalul.
Maybe it's just me, though I've never seen jams as actual competitions, rather a fun time developing games with my friends/solo and engaging with the community. Keep submitting and be proud of what you accomplished during the short amount of time :)
Man these games were ingenious! I didn't have time to make a game but I still thought a lot about the theme over the weekend and couldn't come up with anything as clever as some of this.
This was a great experience! i developed a game called Only One Tower, and it's my first finished and published game ever! it feels great!! and I probably wouldn't have pushed myself to it if it wasn't for this jam. also, the peeps on Discord are great, and I'm pretty sure I'll keep talking to them for quite a while!
OMG. These games are awesome - without any exception. It's so hopegiving to see how creative people can be. Even the graphics of each game is superb for its own style. For me it would be impossible to tell which one is the best. But i would kneel down to every of these developers
This is all too amazing! I wish my game could've made it into the video (mine was ranked #717), but after seeing this, I have no doubt there were better designed games that deserve the spot. Can't wait for the next Jam. Keep doing a good job, Mark! And congratulations to all jammers who submitted games. That's an achievement by itself. :) PS: My game was one of the many "one bullet" games. XD
I have what might be a pretty unpopular opinion: For the past two years, Mark has always specifically made the stipulation that "this is a jam about game design, so don't be swayed by flashy artwork, music, or sound effects when judging the games". I think that stipulation ought to be removed in future game jams. For brevity, I'll henceforth refer to the art style, sound design, music, and narrative of a game as the aesthetics of the game. My premise, which I encourage you all to at least consider (you don't necessarily need to agree with it), is that aesthetics play just as much of a role in game design as the mechanics and level design do. I think even Mark would agree with this premise based on some of his previous videos. For example, consider his recent video where he discusses Celeste's jump in precision detail. You'll note that there's one short segment where he talks about the flattening Madeline goes through as she falls through the air, the dust that picks up when she lands, the slight time distortion whenever she dashes, and the crunchy sound effects that really sell the landing as she touches the ground. Those are all brilliant design choices, and all of them contribute towards making Madeline feel like a fun character to control. However, they're not mechanical design choices or level design choices. They're aesthetic choices, and they're obviously relevant in the overall design of the game. Before I move forward, I'd like to give a strong example of a game who's main design strength is aesthetic design: Cuphead. Cuphead is a well designed game. It's very fun to play, it's engaging, and it draws you back for more with promises of more exciting content every time you advance. Mechanically, however, Cuphead doesn't really bring anything new to the table. Boss rush bullet-hell games where enemies take up the entire screen have been around since the eighties. It's really the aesthetics that make Cuphead such a unique and fun game. The game looks, feels, and sounds just like a 1920's Rubber-hose cartoon. In my opinion, the aesthetics of that game are it's greatest strength, and I don't think I even would have played it if it weren't for those considerations. This is not to say that aesthetics are always such an important design consideration. For example, Projection (the 2'nd game listed in this video) has such a novel mechanical idea that it doesn't really need strong aesthetics to tie things together. The aesthetics of a game might not always be a terribly important game design component, but my point is that, sometimes, it is. In conclusion, all I'd really like to say is that I don't think that art, music, sound effects, or narrative ought to be dismissed so readily when it comes to judging games based off of their "design". Yes, game jams are short, and it's reasonable to expect the submissions to have relatively little content to them. However, if this year's top submissions are anything to go by, strong aesthetic design is obviously not out of reach for game jam participants. Computer games are so much more than just abstract mechanical demonstrations. Computer games are experience-delivery-machines. The point of a computer game is to deliver a particular experience to the player. Sometimes, art and music are just as much a part of that experience as the rules of the game.
20:47 -- What you need to do is draw a diagonal line going up and to the right, wait for the bird to get to the top, then loop it underneath to make a second line going up and to the left.
C'mon, in ChickenHike it teaches you that you'll need to learn not to draw whole line at first, let chicken pass while holding LMB and keep drawing the line afterwards, so just make a zig-zag to the top :P
The solution for Chicken hike Level (20:45 ) is to make a ramp up right to the chamber wall and then straight down a bit- when the chicken is almost at the wall make a line up to the door below the chicken! The chicken should switch directions and then walk the new ramp up to the door. ;)
7:37 There's a game like that out there that I never got around to finishing to review. It's called Omega Strike. You have different characters with different abilities that you use to get around in a metroidvania. You unlock them as you go and go back to places you couldn't go before to unlock them. It's a great concept but the execution in that particular title is a little rough.
One Tile Only by Mimmoo was my favourite submission I was able to glance at by far. Played all the way through and I'm glad it was shown in the intro reel.
For the chicken hike level you got stuck on, you could draw a small ramp, then a wall, and only AFTER the chicken has climbed the first ramp, draw another ramp in the other direction that blocks the first.
I'm sad that I couldn't come up with any ideas that I was satisfied with, but you at least got me to make some progress in learning the actual creation process, so it wasn't a complete loss for me. And, as expected, there are some very interesting games to check out now.
Wow some seriously groovy game ideas here, nice work to all jammin' ladies and gents! 👍 8:55 I believe with names like this the B is silent. (pretty sure that's right)
For that level you were stuck on: Draw a slope up to about halfway up the level. There’s spaces to either side of the level, continue drawing the line off to the side there until the chicken gets to the top. Then, under the chicken, make another slip to the exit. Kinda figured this out while watching and just wanted to share :D
Of the ones I've played, One Action Heroes is by far the best. It is so polished. Level 1_1 is also really good. though it's very Super Meat Boy in its frustration level. Edit: Also Chicken Hike is stupendous but stupid hard
20:50 Timing. draw the line up to the right like you initially did, then wait for the bird to get near the top and resume the line around in a loop behind the bird and continue towards the door.
Can we talk about how Sonic '06 has an optional buyable item called the Sky Gem that literally lets you perform the gimmick of Soulward to -sequence break- traverse areas?
Want to join GMTK Game Jam 2024? Register your interest here to get an email when the jam's date is announced - itch.io/jam/gmtk-2024
It's a good thing this jam got more than one game!
That is indeed a good thing
is that a platypus?
Wdym more than one game??!
@@papasscooperiaworker3649 the them is "just one" like only one game
@@bl1ghtLIVE no it's perry
Hey there, I'm one of creator of Paisible après-midi au fil des toiles! I am so glad that you and so many people liked our game :D
By the way in my name (Lefebvre), the "b" is silent (because old French) so it is pronounced "Lefevre"
Bravo, j'aime beaucoup ton jeu :)
Sorry to hear about Brian btw
je comprend pas, c'est pas dur a prononcer "Paisible après-midi au fil des toiles!"
Something something daughter/girl working? A day in the life of a working girl? Hahaha, that's got some under tones.
@@AuxenceF Bah c est un Anglais, faut l'excuser.
Me and my friend Rodolfo are super happy that our game (Towerbag) is in the list. Thank you so much for all your videos and for making this GameJam, it was super fun!
Trully amazing idea
very fun game
Genius
It's a good game, pleae make it longer.
brbr
I'n gonna need a full review of MarkMark Mark Mark.
Oh you mean MarkMark Mark Mark: MarkMarkMark
It'll earn full marks.
Where is the reference in the video? I didn't see it
@@orcmcaxeface9117 18:33
@@bwoogie Thanks :)
"Sureooken."
I've never heard that particular mangling before.
Shoryuken!
SHURYUHEV! (Sure you have)
Sher00kin
*Shrewdken*
I had to do a double take on that one.
Level 1_1 seems like what Donkey Kong 64 could have been, using one Kong to open up a pathway for another.
Seems a lot like Shantae to me, with changing characters and changing into different animals seeming very similar.
@@tannermartin6613 Or Space Vikings.
It's reminiscent of one of the best flash games, This Is The Only Level. If you have 15 minutes, I highly recommend you check it out of Newgrounds.
@@tannermartin6613 Wonderboy! Wonderboy and the Dragon's Trap is almost exactly what he described!
I was going to comment this!
For the chicken hive thing, I might have an idea:
1) draw a ramp up to either side, with a platform and a wall at the end of that platform
|__
\
\____
2) let the chicken walk all the way up and 'bounce' of against the wall
|__
\O
\____
3) contiue the ramp, but in the other direction, the chicken will now walk to the door
____
O/
|__/
\
\____
Yeah thats how i do it
yep that's how I beat it
I had a very similar idea but instead of a flat platform with a wall I made a quarterpipe lol
why the soldier lookin at me like that 😳
I didn't know you could draw while the chicken was walking. This is such a cool puzzle. Might be too hard though. Maybe the developers can find a way to teach you that mechanic in an earlier stage.
Because of the theme, wouldn't it have been funny if he showcased ONLY ONE game?
Funny, yes, but not very entertaining.
This sounds like it'd be funny for 1 second
hahahahahahaha....
@@Dundereshock showcase every game, but only for one second each :)
@@firstname4337 2,600 seconds is a lot
Great video Mark :) , and such brilliant creations featured. See you all next year for GMTK jam number 4!
hey! I really like your unity tutorials! Keep up the good work!
Good luck on the steam release bruh
I’m subscribed
J
hii
"Negative nancy" is mentioned twice in the ending. The door kicking game is called "Door Knocker"
+
Thanks man because i searched this game witch negativ nancy and all i did is say no haha
Thanks. I was searching for this
I so, so, SO hope that some of these do one day get developed into full fledged games
@Samuel HIRN More so for games made by one person. I can see how a small team with some game jam experience can do an almost-ready to ship game in that time lapse but doing a 10lvl solid puzzle game in 48h without pre-made assets is quite the feat :)
Soul ward is My favorite one and the developers said they're going to work more in it 😁😁
...Or at least into a 'Game-Pack' bundle!
Yandev on suicide watch
I hear his buttery smooth voice and I am instantly calmed
Emm ok
He should have an ASMR channel
@@duffman18 Game Maker's Relaxation Kit
And then I get agitated again when he says sharooken
@@flyingtoast27 where did he even get that?
This game jam was my first, I didn't finish my game, but I sure as hell am going to! Now that I don't have only 48 hours, though, I'll put some polish in first.
Thanks for the great experience, and well done to all the incredible game makers who did manage to finish something.
Don't polish it too much either. Not finishing it in time isn't important but the idea of a jam is to have a working game as soon as possible so that it doesn't take too much time off other projects
I know I'm a year late here, hopefully you did finish your game.
Maybe others will get something out of my comment.
I'm sort of in line with the others here. One of the most difficult parts of indie game development, is actually putting your game out there for public scrutiny.
So don't let perfect be the enemy of good.
Game jams are a good way to force you to avoid just that.
So for everyone reading, get your games uploaded some place, as soon as you have something playable, if your planning to publish for free.
The less time you spend on a game, the more impressed and encouraging your players will be. And the better you will feel for having accomplished something. Whether or not you go any further with the idea, or start a new project all together.
10:44 When your game is the posterchild for a lack of marketability lol
Yhh huh understand
It feels good when a game you really liked got on the list. Successful game jam Mark Brown!
Imagine if you built one of them
Watching these always reminds me how saturated the market is with such talented creators. Kind of daunting but inspiring at the same time!
Time codes for games*:
Kickochet - 1:49
Project1on - 2:55
TowerBag - 4:19
Castle Demonstone - 5:41
Level 1_1 - 6:34
Paisible après-midi au fil des toiles - 8:00
Singled Out - 9:35
InFAILtration - 10:52
Intercom - 12:04
Hivemind - 13:39
Cannon - 14:32
One Action Heroes - 15:18
Lurking in the Dark - 16:16
Super Polygon - 17:20
Only One Minute Before Restart - 18:39
Soulward - 19:24
Chicken Hike - 20:14
Block Steady - 20:57
Happy Accident - 21:58
Buddy System - 22:41
*I place the time codes around when Mark says the name of the game out loud, since I'm mainly using these codes for my own personal references - especially TowerBag.
Mark actually tends to have a few things to say about the concept displayed in some of the games, so go ahead an watch the entire video for yourselves to get more insight about each game!
Of course you put the horror game at 13
@@danforce4222 Nope
SPOOKY
And he said “in no particular order” 😅
Of course I am the 420 th like
LMFAO
Level 1_1 has so much potential, whoever created that really has a fantastic concept,
This was my first game jam ever and while our game got nowhere near the top twenty, it was awesome collaborating with someone on a game (a first for me), speedrunning a dev cycle in 48 hours (also a first), and having others play a game I made (another first). Thanks Mark and thanks to everyone who participated. This was a lot of learning, and a lot of fun.
20:50 Draw an Ascending Curved Zigzag where in every corner you make wait for the chicken to get closer.
What
I've basically been binging all these GMTK game jam videos. There's so much genius going on in these games it's incredible
These remind me
of the Flash Games back then but better
Miniclip vibes are stronge with them.
If you find them fun, don't hesitate to play games from other game jams as well. I'm sure the developers would be psyched about it
Yeah I had a newground feels
Gmtk saying "you could easely extend this to a full realease" is the best compliment you can get.
This makes me so happy. To see all that creativity, all those nice looking graphics and fun ideas, it fills me with determination.
This was my first game jam and as a fan of the channel, I was hoping that I'd see my own game in the video.
However, I'm greatly humbled by the experience and had a great time regardless! Congrats to everyone who participated!
@ 7:33 Prey:Moonclash is a good example of this idea
Once again, I am in awe at the sheer inventiveness and originality of so many of these games. Bravo, everyone!!
We've made our first game in this game jam, and we had a lot of fun. Looking forward to anticipate again next year :D Thank you for hosting and reviewing, mark!
Thanks for taking part!
20:45 - Draw spiral line which curves around the door very fast, so that chicken falls on the end of spiral
I absolutely adore this. I am truly amazed at what these developers were able to do and create to submit. I think I admire it so much because I am not a very creative person, so to see the incredible ideas portrayed here is really moving. I hope the developers get motivated to expand their ideas, and I hope all their hard work and creativity pays off. Every year I expect this event and every year it mesmerizes me. So thank you all
limiting yourself gives a lot of inspiration.
Had so much fun participating! Good luck to everyone who entered!
Wow...I'm blown away by the sheer quality and creativity of these 20 games, plus all the others he showed bits of. Incredible work by the community!
Although this list only covers 20 picks, nobody who has participated at this game has "lost".
Everybody who participated has only won.
*Humour*
I can't believe how a lot of these games look despite only having been worked on for 48 hours! Some real talent there!
7:03 They should have called him Australian boy
Lol
I didn't make the time to participate, but proud of the community for coming together! It's a delight just to see what you creative people come up with.
Level 1_1 is a really cool concept.
It's crazy what some people can build in such a short space of time. The originality in the ideas is amazing. I neeeeed to give one of these a try.
Chicken hike was easily the game I sunk the most time into. The solution for the level you struggled with is to let the chicken walk completely to the right wall, loop your line around it self downwards, not trapping the chicken and then letting it walk to the door, as it turns around when it hits a wall.
These game makers are ridiculously creative - props to everyone who participated, even if they didn't finish their project! The fact that you pushed yourself into coming up with creative and fun ideas and game mechanics deserves applause!
On a side note: does anyone know how many of these games were made with an open-source game engine? I feel like Unity/Unreal are professional-grade tools that are undoubtedly used everywhere, but indie game makers can actually try out open-source projects and help the community by providing their valuable feedback.
That suggestion about expansions to Level 1_1 is really reminding me of Prey: Mooncrash
Such an honor. Thanks Mark for the incredible jam! Looking forward to next year.
Never hit the notification button faster than this in my life
I am new to Game Dev. your points and observation is made me learn how to think for game dev. Great video !!
One Action Heroes is awesome. Soulward is so much like Celeste, I mean it in the best of ways. And the french paintings thing was great too. Those three I'd definitely buy.
20:45 you bastard. You knew this was just the hook puzzle lovers needed to try the game out for themselves. Well played sir. Game was short but enjoyable, thanks for the recommendation.
Regarding the game Singled Out, it reminded me a lot of Edmund McMillen's "Fingered!" in the sense that you have to pinpoint a specific individual out of a crowd, and doing so incorrectly will make you feel guilty for having sentenced someone to an untimely death. I'd recommend it for the same reasons Mark liked Singled Out, though it is a bit more... oblique.
(Also: it's "shuriken," not "shiruken.")
He says shuruken btw
FINALLY, the game mechanics are flowing... a memorable game is one that makes you rethink that i game could be and all the gamejams did exactly that. im looking forward to more
Me: watches it the first time to admire cool games
Also me:watches it a second time cause I need some cool low spec games to download😂
The game jam videos are something I like forward too everywhere and I’m very lucky this one came out on my birthday!
Please tell me the One Minute Before Restart game had the update restart just before finishing the code or something for the game itself.
I find the concept behind Project1on fantastic.
Intercom reminds me of another game I played years ago where each level added a new skill to your character, and let you to choose a key for it. I've sadly lost the name of the game and have failed to find it despite many hours spent searching online, but I remember it vividly because of how good the concept was. It doesn't help that it might have been in French too, I speak both languages and don't remember in which it was.
Early levels make clever use of the imposed limitations. For the first level, you can only walk right. You must fall between platforms while making sure not to fall too low and miss the goal. The second level lets you jump, but since you can't go back left, you have to be careful not to overshoot a platform.
Eventually you unlock the ability to dash, crouch, double jump, air dash, use a grappling hook... but each of these requires a new key. It's surprisingly counter-intuitive to have to press a different button for a midair jump or midair dash. Eventually, you are forced to replay the game from the start because the controls you've chosen are no longer viable. And in trying to keep the more accessible keys for later in the game, you end up making the earlier levels more difficult for yourself.
But there's only so many skill ideas you can come up with, surely the game ends at some point, right? That's where the dev was even more clever. When they ran out of ideas to make it harder to control the character... they added the ability to control the goal. Sometimes you need to move both the character and the goal at the same time so that they can meet in midair. Sadly, the game eventually became unplayable without a gaming keyboard which lets you press many keys simultaneously, so I never finished it.
Another great example of how minimalism can help you find ideas which you can then apply in another context. The idea of a game where the controls are increasingly hard lead to a game where you control two characters at once and the goal is for them to meet.
if there's one thing that this jams show (yours and brackey´s) is that people can make trully fascinating stuff out of the simplest concepts
One actions Heroes and Lurking in the dark are really 2 games which you could buy right away.
Soulward : its mechanics is insanely satisfying.
Buddy system : well done with the pathfinding ;).
Bless you for hosting these jams, Mark. You bring the best out of us :)
Number 12, One Action Heroes, looks incredibly like Snakebird. I point that out not as a bad thing, simply that it's neat to see the inspiration!
I'm really excited for next year! Seeing the top submissions gave me all sorts of new ideas.
the waterboy diveboy One-map game.
what you described is The Lost Vikings
3 characters. One map. each helping the other.
Jump/dash
shoot/swing
block/glide
That game was so dope, good ol' times.
So much talented people who stuck together.
ten years developing games, more than 30 game jams...
never winned.
what is wrong with me? I'll not give up, btw.
That's the spirit (the not giving up part! With so many games and so many talented creators, I don't think it's a reflection of your skills. At this point, with 7k contributors, I think a lot of it is down to luck
@@lostleviathan2352 You're right. You know, at this point, anyone can create 15 accounts and rate himself 5 stars in everything, launching himself at the top. That's what I tell myself to not go insane omegalul.
*won
Maybe it's just me, though I've never seen jams as actual competitions, rather a fun time developing games with my friends/solo and engaging with the community. Keep submitting and be proud of what you accomplished during the short amount of time :)
I'd try entering into smaller jams, teaming up and practice
You'd have to be truly elite(and very lucky) to win this game jam
Man these games were ingenious! I didn't have time to make a game but I still thought a lot about the theme over the weekend and couldn't come up with anything as clever as some of this.
Chicken Hike:
Just draw a line to the right (and up), then a little bit down, then back to the left top
You managed to create a Game-Jam as big as *Ludum Dare* (which to my knowledge was the most widespread) in only 3 years. Congratulations!
This was a great experience! i developed a game called Only One Tower, and it's my first finished and published game ever! it feels great!! and I probably wouldn't have pushed myself to it if it wasn't for this jam.
also, the peeps on Discord are great, and I'm pretty sure I'll keep talking to them for quite a while!
OMG. These games are awesome - without any exception. It's so hopegiving to see how creative people can be. Even the graphics of each game is superb for its own style. For me it would be impossible to tell which one is the best. But i would kneel down to every of these developers
4:18 This would make an awesome 3D game.
This is all too amazing! I wish my game could've made it into the video (mine was ranked #717), but after seeing this, I have no doubt there were better designed games that deserve the spot. Can't wait for the next Jam. Keep doing a good job, Mark! And congratulations to all jammers who submitted games. That's an achievement by itself. :)
PS: My game was one of the many "one bullet" games. XD
7:38 check out Prey Mooncrash! It's exactly like what you describe!
I'm in awe about all this creativity. Absolutely amazing!
I have what might be a pretty unpopular opinion: For the past two years, Mark has always specifically made the stipulation that "this is a jam about game design, so don't be swayed by flashy artwork, music, or sound effects when judging the games". I think that stipulation ought to be removed in future game jams. For brevity, I'll henceforth refer to the art style, sound design, music, and narrative of a game as the aesthetics of the game. My premise, which I encourage you all to at least consider (you don't necessarily need to agree with it), is that aesthetics play just as much of a role in game design as the mechanics and level design do. I think even Mark would agree with this premise based on some of his previous videos. For example, consider his recent video where he discusses Celeste's jump in precision detail. You'll note that there's one short segment where he talks about the flattening Madeline goes through as she falls through the air, the dust that picks up when she lands, the slight time distortion whenever she dashes, and the crunchy sound effects that really sell the landing as she touches the ground. Those are all brilliant design choices, and all of them contribute towards making Madeline feel like a fun character to control. However, they're not mechanical design choices or level design choices. They're aesthetic choices, and they're obviously relevant in the overall design of the game.
Before I move forward, I'd like to give a strong example of a game who's main design strength is aesthetic design: Cuphead. Cuphead is a well designed game. It's very fun to play, it's engaging, and it draws you back for more with promises of more exciting content every time you advance. Mechanically, however, Cuphead doesn't really bring anything new to the table. Boss rush bullet-hell games where enemies take up the entire screen have been around since the eighties. It's really the aesthetics that make Cuphead such a unique and fun game. The game looks, feels, and sounds just like a 1920's Rubber-hose cartoon. In my opinion, the aesthetics of that game are it's greatest strength, and I don't think I even would have played it if it weren't for those considerations.
This is not to say that aesthetics are always such an important design consideration. For example, Projection (the 2'nd game listed in this video) has such a novel mechanical idea that it doesn't really need strong aesthetics to tie things together. The aesthetics of a game might not always be a terribly important game design component, but my point is that, sometimes, it is.
In conclusion, all I'd really like to say is that I don't think that art, music, sound effects, or narrative ought to be dismissed so readily when it comes to judging games based off of their "design". Yes, game jams are short, and it's reasonable to expect the submissions to have relatively little content to them. However, if this year's top submissions are anything to go by, strong aesthetic design is obviously not out of reach for game jam participants. Computer games are so much more than just abstract mechanical demonstrations. Computer games are experience-delivery-machines. The point of a computer game is to deliver a particular experience to the player. Sometimes, art and music are just as much a part of that experience as the rules of the game.
the game jam designs are very inventive, it's a pleasure to watch the developers' creations❤
The Cannon is the best one for me reminds me of rocketjumping from TF2 and the main mechanic lends itself to skillful movement.
All of them seem like so much fun! Really goes to show that there's tons of talent out there, wow
0:22 MY FRIENDS GAME! OMG!!!! 25TH place! go play it please! ^^
no
@Scupake Do you mean it?
@@Ten_Thousand_Locusts :(
20:47 -- What you need to do is draw a diagonal line going up and to the right, wait for the bird to get to the top, then loop it underneath to make a second line going up and to the left.
C'mon, in ChickenHike it teaches you that you'll need to learn not to draw whole line at first, let chicken pass while holding LMB and keep drawing the line afterwards, so just make a zig-zag to the top :P
exacly, a line to the wall, the chicken bounces off of the wall and you drwa the line under him to the finish. EASY,
The solution for Chicken hike Level (20:45 ) is to make a ramp up right to the chamber wall and then straight down a bit- when the chicken is almost at the wall make a line up to the door below the chicken! The chicken should switch directions and then walk the new ramp up to the door. ;)
7:37 There's a game like that out there that I never got around to finishing to review. It's called Omega Strike. You have different characters with different abilities that you use to get around in a metroidvania. You unlock them as you go and go back to places you couldn't go before to unlock them. It's a great concept but the execution in that particular title is a little rough.
I love watching gamejam videos. So much creativity and inspiration packed into 1 video, it always gets me pumped to go create something :)
"You can't put a V there"
It's actually the "b" that's silent... :-P
One Tile Only by Mimmoo was my favourite submission I was able to glance at by far. Played all the way through and I'm glad it was shown in the intro reel.
5:52 who else got some baba is you flashbacks there? just me, okay...
Dang, Lurking in the dark was such a need concept! Very atmospheric!
Good job guys we had a good run :)
I am ranked #440 overall if you guys want to check it out ;)
It's called "One Light"
I was ranked #1600 i think with OneZekon, I will try yours asap
You guys are so amazing making games with a constraint in two days.
That's amazing. :O
Lol this comment is so pure
"No particular order"
"Anyway, here's the best one" lmao
For the chicken hike level you got stuck on, you could draw a small ramp, then a wall, and only AFTER the chicken has climbed the first ramp, draw another ramp in the other direction that blocks the first.
U reviewed the top 100 games? That's some dedication...
I'm sad that I couldn't come up with any ideas that I was satisfied with, but you at least got me to make some progress in learning the actual creation process, so it wasn't a complete loss for me. And, as expected, there are some very interesting games to check out now.
The cave is a cool metroidvania in the style of level 1-1 for anyone interested.
Wow some seriously groovy game ideas here, nice work to all jammin' ladies and gents! 👍
8:55 I believe with names like this the B is silent. (pretty sure that's right)
Now I really wanna try Chicken Hike, Happy Accident and Buddy System x)
Chicken Hike is crazy fun I just tried it
For that level you were stuck on:
Draw a slope up to about halfway up the level. There’s spaces to either side of the level, continue drawing the line off to the side there until the chicken gets to the top. Then, under the chicken, make another slip to the exit.
Kinda figured this out while watching and just wanted to share :D
Of the ones I've played, One Action Heroes is by far the best. It is so polished. Level 1_1 is also really good. though it's very Super Meat Boy in its frustration level. Edit: Also Chicken Hike is stupendous but stupid hard
20:50 Timing. draw the line up to the right like you initially did, then wait for the bird to get near the top and resume the line around in a loop behind the bird and continue towards the door.
Can we talk about how Sonic '06 has an optional buyable item called the Sky Gem that literally lets you perform the gimmick of Soulward to -sequence break- traverse areas?
Congrats to the winners! This was a really fun experience. I'm looking forward next year! :D