Asylum Jam 201614 Nov 2016
In the weekend past my brother and I took part in Asylum Jam.
Asylum Jam is a 48 hour long game jam where game developers are challenged to make a horror game and explore the genre without negative mental health or medical stereotypes.
And we didn’t just make something stupid scary like some of the other (seriously fucked up) games I have made at game jams.
Instead we wanted to make something more meaningful, an experience that anyone playing could empathise with.
If you are interested you can check it out here.
So how did we do?
Not great. And here is why…
We prioritised gameplay and aesthetics over dialogue
This meant that our first iteration of the dialogue was also the last. Interactions were thusly short, not well thought out and overly simplified.
We lacked commitment
We still don’t have a narrative. We had an idea on day 2 to make the story about someone transitioning from man to woman. I fell in love with this idea immediately and wanted to pursue it further. But I was a wuss, I was scared that I would fuck up and misrepresent trans. I was also way too anxious to even ask people with more knowledge on twitter, this was super disappointing considering all the new and diverse people I met at MIGW.
This is one of those moments of self reflection where I need to take a good look at myself and actively try harder if I want to improve.As Liam says…
This just means that, more than ever, we have to work harder and faster to make games welcoming and inclusive to women and minorities.— Liam Esler (@liamesler)November 9, 2016
He is my hero ❤️
We had normal game jam problems
The usual lack of time, lack of sleep and lack of resource that you encounter doing a gamejam.
I feel you get as much out of game jams as you put in. It was a great learning experience and I got a lot out of using Unity for 2d and visual effects for the first time. And this is definitely something I would like to keep working on.