I've got a bit of time before I gotta get to class, now that the jam's over and it's back to finals season. So I thought I'd collect my thoughts on the jam experience and making Bow-wow Before God!
What went wrong:
* I started with too small of an Actual Pixel size for my different game screens, and couldn't fit as much detail into the interaction screens as I wanted.
* I knew from the start how everything connected, but not in nearly enough detail, and it made it hard to know where to start.
* My mechanics ended up being difficult to balance, and might need some under-the-hood reworking when I remake the game properly in the future.
What went right:
* While I may not have had the details down to as much of a fine print as I originally thought, I was still able to correctly judge that, while confusing on where to start, the actual programming would not be that hard for me. Complex, but doable with what I've learned over the past few years.
* I managed to keep the scope narrow enough to get it done on time, even though I started a day late! (If I'd started a day early and hadn't used unedited sound effects, I could've submitted it to Compo, or got it even more polished for the Jam! That's exciting and confidence-boosting to think about.)
* Once all is said and done, while it still needs better balancing, I had fun while I was playtesting and forgot that I was playtesting a couple times - it became just playing the game. So that's a confidence booster too - I've been insecure about whether or not my imagined mechanics for other games I've planned (but not yet made) would be fun or not.
What I learned (game design):
* Prototypes that explicitly don't focus on aesthetics or how the user interaction is presented is important; now that my game's been made and I don't have to focus my brain on how exactly to code the core mechanics, it's really opened up my eyes that the game feel of how it's presented to the player can be a completely separate and changeable matter - my core mechanics don't limit me to just one aesthetic design. Data abstraction concepts aren't just for non-game programming!
* That being said, make mock-ups of intended screen sizes in order to avoid the whole "oh no my art canvas is only 185x105 and now I can't render any font smaller than 8 without it being unreadable so I have no room to put all my data!"
* For real, plan everything out to figure out as many of the predictable details as possible before getting into the code - it's hard, but makes it much easier to push past executive dysfunction.
What I learned (coding/GameMaker):
* Parent/child relationships and variables for sprite/the details of what the function do/etc are really useful for making classes of objects in order to avoid the hierarchy being super cluttered by 50 identical buttons with only slightly different coding
* (Basic) Camera and viewports! Otherwise I wouldn't have ended up with the 185x105 problem, or been able to have separate screens for everything without struggling to figure out persistent rooms and data, which might have been too much effort on the computer anyway than just having one room do it all.
* Just general extra experience with making things in GMS2 and what practices works best for me.
Other:
* I got extra experience with trying to compose music! The first song I made after I'd been up 24 hours clearing out homework wasn't very good, but I'm pretty proud of the one that made it in game, which I call Pawspel Choir since it got inspired by the gospel choir singing at a Christmas concert I went to on Sunday.
* Overall, my outlook on life and my self confidence has improved greatly. This has been a really good experience for both me and my partner, whom I'm really grateful to for his unending support over the weekend - he made some pretty cool art and music stuff based on the theme too, so we both got a good boost out of the jam!
* Hopefully when the next one rolls around, I'll have the motivation and same level of dedication I had this weekend to clear out any of next semester's homework that's standing in my way so I can compete properly instead of working with constant sleep deprivation and getting a late start. In the meantime, over the winter break I can participate in some of itch.io's jams if I'm not busy remaking Bow-wow Before God.
I guess that's it then, other than playing the bajillion dare games I opened since yesterday...

Great Jam, everyone!! Good luck and hopefully see you all next jam session too!
