Expectations
Some of my expectations of what a game jam might be like had me a little nervous about signing up.
Having been with Spooky Squid Games for almost two years I have learned without any doubt that while game development can be fun and rewarding when things are going well, it has an equal potential to be gruelling and disappointing when something just isn't coming together. Why would full time game devs want the additional stress of developing a side project in three days' time? Or the disappointment of coming up with a promising idea and not finishing it in time?
At the same time, knowing that Russian Subway Dogs had itself started out as a jam game, it didn't make sense to ignore the potential behind rapidly prototyping a game idea. Who knows how far it can go one day! And hey, if it never goes anywhere big, at least you gave it a shot and learned something.
Jamming
Working under the assumption that most finished jam games are mere shadows of the developers’ original ideas, Miguel and I made a point of not planning out too much ahead of time.
Our basic concept was to make a local multiplayer, alien-themed soccer game with a sentient ball. We imagined the ball having a few different behaviours to add an unusual challenge for players, and also thought it would be neat to include a few different power ups that could drastically alter the ball’s behaviour.
I found it very refreshing to rapidly prototype the smallest possible version of our idea in contrast to how we usually work, which involves constructing and following a fully fleshed-out game design document. That's not in any way meant to knock the design document approach - if anything it's necessary for any large project - but it was very nice to get a break from that method.