You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
Topics discussed in this episode include:
- What are game jams and why we like them
- Examples of jams, including 7DRL Challenge, Ludum Dare, Global Game Jam, F*** This Jam, Molyjam, Experimental Gameplay Project, TIGJam Get Togethers, Indie Buskers, 0hgame jam, Glorious Trainwrecks, Popovkast
- Planning in advance vs last-minute design
- Advantages of jams: creativity through constraints, having fun, cool/weird/novel challenges, socialising, solidarity, deadlines force you to finish, small victories, throwaway nature of result, experimentation, learning new things, forcing you to try new things
- Maintaining games after jams are over (and the complete lack of this happening)
- Getting addicted to jams and having jams interrupt bigger projects
- Going to physical jams and meeting other developers (it's fun! - unless you're Ido, he's boring) and potentially forming collaborations
- Why roguelikes are good for jams, yet why they're rarely made
- Innovation in the Seven Day Roguelike Challenge
- CompoHub - find out about all current and upcoming game jams
- Reddit /r/GameJams
Some recent examples of jam games made by the speakers:
- F*** This Jam by Darren Grey, a clickfest action RPG
- Pimps vs Vampires by Zapa, a roguelikelike shooter
- McPixel by Sos Sosowski, a point and click adventure originally made for Ludum Dare 21, which is now on Steam
- VESPER.5 by Michael Brough, a turn-based explorer where you can only take one move a day
- Pakkuman's Defense by Ido Yehieli, a mix between tower defense and pacman.
Join us next week for a look at strategy games! With a special expert guest!