Game Jam Thoughts and Post-Jam Plan


Game Jam Thoughts

Game jams and I don’t get along very well. I struggle with autism and ADHD among other mental disorders, so tasks with due dates always cause a lot of unmanageable stress. In the end, they can lead to a feeling of failure if you don’t meet the expectations. And in a competition—a competition in which players will vote and rate your work—there are absolutely expectations and the potential for failure exists throughout.

As I worked on the game, it became clear that the game was noticeably similar to my job: take food orders from customers, make the food, don’t mess it up, make sure they’re happy. It’s the same theme of fast-paced environment and expectations, albeit the game’s tone is much more lighthearted than how it feels for me in real life. I suppose that’s the real “spooky” part of this game jam entry, though it might not come across to players unaware of the context it was created in. It may seem pretentious, but it was truthfully what I was feeling while making this game.

I knew that I wouldn’t win the jam and winning was never my intention. After many false starts with previous game jams, I was spurred into really trying my best by a very good friend of mine. I really enjoy making games and would like to make my own games for a living some day. Or maybe expecting a passion-turned-profession to continue giving me enjoyment instead of financial insecurity- and self-worth-induced hardship is naïve. Regardless, seeing some other remarkable jam entries showcased on Itch and on Twitter like Phantom Flash and The Boy and the Mysterious Amulets show just how far I am from being a good solo game maker, someone people can rely on for a fun, happy time.

It was this insecurity that made receiving my first comments on my first game so shocking. Players who tried my game were so understanding of its incompleteness and appreciative of what was completed that it made me so happy. It let me know that I’m on the right track!



Post-Jam Plan

I intend to finish Witch Brew Dive before November 2024, adding features like sound and multiple levels. Life has its way of complicating things and there are important responsibilities I have to prioritize, so understand that this isn’t set in stone. I hope those who enjoyed my game stick around for its finished release.

- Lamb

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