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I say this with humor, but this weekend, I took part in an indie 48-hour game-jam contest. I created the game, Fire Starter http://dummysoftware.com/games/fires
by primaryobjects 13y ago
I say this with humor, but this weekend, I took part in an indie 48-hour game-jam contest. I created the game, Fire Starter http://dummysoftware.com/games/firestarter http://dummysoftware.com/games/firestarter
Created it with HTML5, targeting the desktop, rather than mobile. Didn't win, but had a lot of fun. That's kinda like the op's story compressed into a time-span of a few hours, sort of.
Btw, I recommend game-jams to anyone interested in indie game development. It forces you to create something quick, take decisive actions, and finish the game.
- tinco 13y agoHe participated in Ludum Dare (ludumdare.com), as did I, it's always a blast. I think you can't be thinking of going indie without having participated at least once sucessfully in a ludum dare (either in the jam or the compo, doesn't really matter)
- precisioncoder 13y agoI agree. Ludum Dare teaches you YAGNI. I built a better screen engine during LD in a couple hours than the bloated disfunctional monster I was building for my hobby game I had spend a dozen hours on. "First make it work, then make it modular" and "Create something small that works and then iterate" are now my game design commandments that I constantly have to repeat.