If my schedule allows, I might participate this time around!
Because there are a lot more newcomers than veterans among participants, it is common for theme suggestions to fall into the same traps. This is why the theme slaughter round exists!
But how do we make them better, and more importantly, how do we increase the quality of themes that make it to the final rounds?
Well, I got you covered! Over a decade of jamming, I've somewhat identified the patterns that make a theme sterile and difficult to work with, and came up with 3 rules to follow:
Keep it simple and vague
This opens things up to more varied interpretations. "Stuck in a loop" can be trimmed down to "Loop", which is less restrictive.
Many words have a wide array of meanings when decontextualized, such as "Fall" which can be an action, or a season.
Also, the simpler the theme, the easier it is to scope, as it tricks the mind into not thinking too much.
Avoid tunnel vision
A theme is a seed that grows through the personality and experience of the people making the game. Thus, a seed that has potential not only in terms of game design, but also art direction, is much more powerful.
From my experience, "things that do things" make for pretty great themes, because they give you a foundation for both function (game design) and context (dressing). "Consequences" is functional but will not give you an immediate visual interpretation, whereas "Tide" serves both purposes.
Try to also be as genre-agnostic as possible: You might love puzzly strategy games and will come up with themes that are skewed towards these, but they can sabotage jammers who specialize more in fast-paced action games! Try to imagine an interpretation of your theme from both of those extremes, and see if they work and seem fun.
Let jammers be the creative geniuses
This is the most important one! I've seen many people struggle (and have struggled myself!) to make games on poisonous themes that are actually game ideas in disguise.
A theme is not and should not be a rule or mechanic, and it should not try to be subversive, nor descriptive! Avoid things like "XYZ is key!", "You are/have XYZ", "Only XYZ", or "X but Y", like the plague! These are very heavy handed, pointlessly complexify things, and are more difficult and unfun to work with.
"Restriction breeds creativity" is only true when you know how to creatively navigate around it. Experienced and/or talented jammers will always find a way to make a great game with a really cool interpretation of just about any theme. But a good theme can and will make the difference between a beginner dropping out at the starting blocks, and them releasing their first game and being very proud of it!
Some examples (that you can steal if you're really out of ideas :stuckouttonguewinkingeye:): Mist, Mirror, Glass, Land, Horn, Spray, Vision, Ammunition, Mask, Scream, Gift, Dispenser, Train, Advertisement, Book, Clean, Accident, Cactus, Tower, Giant.
One-word, straight to the point, "things that do things". All creative seeds that "push" instead of "pull"!
As for jam advice: Preparation has the biggest impact! Tidy up your gamer cave, make a basic framework with utilities (singletons, scene loading, save system, audio manager, event bus, etc.) functional menus and settings that can be used for any game (this is huge, and does not break Compo rules!), get comfortable with your tools, buy food in advance, rest well, go outside and stay hydrated!
Happy jamming and see you on the 4th!