Game Jam post-mortem


The preparation to make this game started while I was adding the finishing touches to Procrastination Simulator GB.

I found the  Game Boy Showdown Jam on Itch.io's Jam list. I thought I could take part. Considering it had prizes, I thought it'll be worth the effort. I waited for the theme thinking "If I can make a short story about whatever theme it was, I'll participate in the Jam."

Theme: Time

The theme was "time" and my first thought was a story about zombies. It's an old idea of mine, a story that explores what happens in the year after the apocalypse, or a pandemic, but I soon scrapped this idea because I thought the art will be hard to make.

The Story Idea

Then I decided to go back to another old idea of mine. A story of a Tree. It's an idea I had for years but I didn't know where to start with it. I thought the limitations of GameBoy will help me focus. (They did!)

I imagined the first scene and the rest wrote itself. While some parts took a bit long. The only hard part was the ending because I didn't know where to end something like this.

The story took one day to finish. I posted on Twitter about my entry to this game jam.

Next, I wanted art for it, but I didn't know how many drawings I needed, so I re-read the story a bunch of times trying to figure out places that can use the same art.

Each different scene, (a period of time,) became a chapter. I titled all chapters so I have a good reference point when I make the art of this game. In the end, I decided to give all 13 chapters a unique drawing each. A decision I almost regretted.

I wasn't sure what tree I should have at the start. I started drawing on my tablet without even deciding. In the end, I drew a Palm, (Date Palms are symbols in the Arabic world,) and it was decided then: The main character is a Palm tree.

I spent the next 3 days drawing. I showcased one WIP picture in a tweet. The last three drawings were hard to finish.

I changed my art into pixel art via a Japanese tool called Gameboy Pic.

Only after converting and putting my images then I realized a problem: My line art was too thin! I decided to leave it like that, but if you felt some scenes weren't clear, it's probably because I thought it looked fine enough in my original drawing.

By the third day of drawing, I started to lose patience and felt I was racing time before I completely run out of it. I drew the final photos quickly without caring too much about quality. I just needed to finish this game. Compared to the time spent, I believe the quality was good enough, so I'm satisfied. With that, I finished my entry.

This Devlog is also on Read.cash - Publish0x and PeakD.

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Comments

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Thanks for sharing your thoughts and experiences during the jam. This was an interesting read and it's always nice to learn about different game development approaches.

Thanks for reading, and the reply.