Sometimes it is healthy talk about your failures... they say.
This, this was my first game jam ever. 42 Fall Jam, October 2021. It was the most chaotic and funniest experience I've ever had creating games. I tried recover images and videos, but it was impossible. The game doesn't even work anymore!!! (It never did, well... sort of)
So You will never win this game pretended to have a different name and be a roguelike like The Binding of Isaac, until we released that it wouldn't be possible do anything work. If you want to know more I'll tell some of our anecdotes with this game. You can try to play it, we did a Unity build for MacOs.
So, back then, year 2021, the Game's Club of 42 Madrid Fundación Telefónica organised the first game jam in the history of the campus. I had no intention of participating, but two colleagues knew that I liked games and told me to do it with them. They had no idea about games or Unity. I knew a bit about Unity, but not about making games.
The first day was awesome. We wait until the afternoon presentation, in the assembly hall. There, the theme was revealed to us, colours. We gathered at our computers and started planning the game. In the evening the staff brought a pizza for each participant. It was all laughter among us. At some point I said the following and we kept it up until the end of the jam:
"All will end up the next way: The game will first be what we imagine it to be. When we set out to make it, the game will be in some form what we imagine it to be. When we finish the game, it will end up being something in some form."
With this mindset we imagine a 2D roguelike game like The Binding of Isaac with three items, three enemies and doors of colours in Unity. There was also procedural dungeon generation, like Isaac, I managed to do that, and it worked, for a while. One of my colleagues did the sound and pixel art and the other did all the interface. I also did the enemy spawns and logic. While we were making our parts, we didn't really know how to do it. My teammates asked me and I tried to explain some things to them, but mostly I would send them YouTube tutorials. Guess what was the next line we kept repeating?
"Just follow the tutorial!!-- Happy face."
Here comes the disaster. We didn't work with github or any kind of version control, what is funny because actually we knew how to work with github. Everyone was on their own pc doing their own thing. When we wanted to merge our parts we sent them by email. But not only that. At the end of the game jam, for some reason, I updated my version of Unity. When we joined our part, everything explotes. Abosolutly everything. We went into madness.
Seeing everything broken because of my mistake, we decided to do the following. We put an image of the world map in the background. The player spawned in Spain and the enemies in Brazil and Canada (one of my colleages was following brazilian memes at the time, Canada was random). The enemies spawn rate was hilariously fast, the brazilian memes lover was able to repair it. The spawn and enemies logic, not the spawn rate. While the player managed to fight off hordes of enemies, clown music played in the background.
We deliver it.
And pitched it.
In the assembly hall
In front of all participants.
And we laughed.