Cyberpunk Jam 2019


After a day of rest, I think it was a really good experience after finished the prototype for the jam. Things might not be what should have been, but given the condition of how things went It’s surprising that the build is even finished at all. Pacing was a major issue for me this time around which isn’t unexpected because I have never participated in a week long jam before.

Here’s a post to share what went wrong and what went right for me throughout the jam.

What went wrong

Missing the Deadline: Not being able to deliver the finished build in time, this include feature cut, missing animation, not enough polishing to make the game feels good, etc...

Work fatigue: After 9 to 6 continue making game for the jam can be really distressing and very physical demanding. Pacing could be improved so much.

Lost on itch.io: First time uploading a game onto itch.io and it’s been a little bit confusing what goes where, how to setup the store page, and the required asset for the page itself. To be honest, I still don’t know where to add a contributor to the game.

Should have delegate work more efficiently: Some of the work can be done by artist. They can do it faster than a programmer fumbling around trying to get things to look like the mockup provided.

Broken Macbook: First time breaking the laptop on a game jam. It has to be the last 10 hours of the jam and also the last push was 4 hours ago before the thing clapped out. I can not stress enough: PUSH YOUR SHIT TO SOURCE CONTROL OFTEN.

What went right

Vision are clearer: We plan on doing a certain kind of game and didn’t deviate from the plan so much.

I will continue give this prototype an update for the next couple of months and see how it’s turned out. Hoping to do some more jam and works on fixing my weaknesses one step at a time.

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