GGJ Archives 2009-2012

Global Game Jam Mexico video

alberto zamora

The very first Global Game Jam in Mexico. Here's a video with some of the best moments while the jam was in session. Enjoy.

Savanna Scrum Version 1.0


I finally got around to working out the major bugs, and adding some polish, to the Savanna Scrum prototype.

Go check out version 1.0 of Savanna scrum.



Cross-posted: http://www.andreweiche.com/2010/03/14/savanna-scrum-version-1-0/

Global Game Jam recap


The Global Game Jam 2010 concluded over 30 days ago, but the treasure trove of indy creations it left behind remains largely unexplored. Then again, how is anyone supposed to review some 1000 games created specifically for an event that shuns any global judging? Who has that kind of time anyway? Certainly not overworked grad students!

But I'm here to tell you, you should try! Among these games you can find some of the most innovative zero-budget designs ever devised in the span of 48 hours and you can see the source code that produced them. I'm writing this review partly in hope of inspiring similar reflections from GGJ enthusiasts and partly in anticipation of our upcoming talk at the GDC Education Summit on this year's Global Game Jam.


We kicked off the inaugural GGJ back in 2009 with 53 sites in 23 countries. At the end, we had about 370 games produced. At this year's event we had 138 jam sites in 39 countries and nearly tripled the number of project submissions. In addition to the expected jam powerhouses, Nordic Game Jam (Denmark) and Dutch Game Garden we had big participation from Israeli Game Developers, METUTECH-ATOM (Turkey), NYU Game Center, Tumbleweed Game Jam (Norway),  and Game Jam Sydney. In the US we had 55 jam sites in 30 states which accounted for 40% of total sites. There was great representation from Canada (10 sites), UK (8 sites), Germany (5 sites), Brazil (5 sites) and Finland (4 sites). Participation in Japan was not as high as it could have been due to bad timing with Japanese University schedules. We also approved first-timer sites in Colombia, Russia, Poland, India, Pakistan and Philippines and Malaysia. See the whole list.

There were many incredible stories from the jam sites. Only one actual jammer showed up to the site at the Johnson County Community College in Overland Park, Kansas. But he and the organizer worked all weekend and together submitted Bacterial Invasion. It's actually a decent, polished game with at least 3 levels (that's as far as I got). I personally spent the weekend with the jammers at Santa Cruz who contributed 9 games. An audience choice vote was held with the "2D bullet hell shmup" RoboPunk narrowly beating the online virtual boardgame Sinistrum.


Big disclaimer. I have probably played only about 50 games which is barely 5% of the total! I'm certain I left out great gems that I will have to get to later, but I'm sure great games will emerge on their own. So don't take this as anything other than a personal favorites list in progress. As a reminder, the 2010 global constraint was "deception." This actually make it harder to review these games because quite a few of them implement the constraint as a surprise which you don't want to spoil.

K.M.O.K.M.O.If you're looking for cute, fuzzy, Mac friendly game of "love leading to death", look no further than Kawaii Maximum Overkill from the Paris Game Jam. It's a full 3D rendered game with beautiful art work. You play some kind of a limbless pig-like devil incarnate. Smaller creatures follow you around, express affection and try to touch you (which actually kills you). Your job is to lure them to a designated area so they can eaten! Yea, it's a little dark, but brilliantly executed with just the right degree of difficulty, 3 nice levels and great music/sound.

One of the games making the biggest buzz, (if web hit rates are any indication) is Gnilley, from Game Jam Sydney. Advertised as "a thing with a microphone", the game makes use of the mic as a controller in an otherwise routine 2D dungeon explorer game. The instructions are simple: "Yell --> Succeed". The team made a great demonstration video on their website. This game is certain to be developed further and be published for real. Great job guys!

limonuslimonusLet me now ask you a question. What was the last game you played that featured suicide-bombing citrus fruit? That's right, somebody went there! A team from IGDA Recife (Brazil), to be exact. In Limonus you deploy self-sacrificial lime-soldiers against insects who want to kill your lime-king. Your soldiers either blow themselves up taking an ant hill with them, or perform a harakiri and spread their acidic juices on to oncoming wasps. As you might have guessed, it's not serious and it would be a real stretch to find any social commentary in this game. So, September 12th, it's not, but  it does have great animation, engaging game-play and its own level designer. The latter is especially useful because the first level is rather difficult. It's also web based. Always a plus in my book. Play it online.

In contrast to Limonus, The Mirror is designed to evoke some kind of social commentary, even if it is the "do it yourself" kind of commentary. The game is the latest work of Swedish experimental game developer Cactus (Jonothan Soderstrom) and his teammates at the Nordic Game Jam. Cactus is known for disturbing imagery and this game is no exception. You are interacting with what look like facial features on a vaguely phallic surface.  There are things that look like pimples with well known religious symbols on them and can pop them and move them around.

From Retro Affect Studio in Gilbert, Arizona come the game Depict1. The graphics and text instructions definitely pay homage to many things "retro". The game play starts out like a familiar platformer but takes a deceptive turn. I can't say much more, except it would be worth your time to check it out.

Author / Professor Jasper Juul of Ludologist fame, currently at NYU Game center, submitted what has to be considered the first "response" game in Global Game Jam's short history. This "conceptual game" is called 4:32 and it is a response to Petri Purho's 2009 GGJ submission 4 Minutes and 33 Seconds of Uniqueness. That game itself was a reference to John Cage's postmodern "musical" composition, 4'33". In the spirit of the original Cage piece which pushed the boundaries of "music", Purho's 2009 submission pushed the boundaries of "game." His submission lacked any interaction whatsoever beyond just starting the program. Now Juul's response promises a boundary push of its own. Again, I won't spoil it for you but a spirited discussion has started already. Try playing it first, though. Start here.

RunRunRunJumpRunRunRunJumpAnother game that gets downright philosophical is RunRunRunJump by Singapore-MIT Gambit Game Lab. You play a giant capital letter "I" traveling along a (mostly) 1D line made up of what looks like "Magnetic Poetry" tiles, each with a word written on it. The word is the thing you have to do like "run" or "jump." If you land on "fail", you promptly lose. I don't know if the designers intended for this but playing this game immediately reminded me of Kian Bashiri's You have to Burn the Rope. If the comparison is valid, then RRRJ is like YHBR on steroids. This work takes performative deconstruction in games to a whole new level. Whereas YHBR gives you explicit instructions in the title and the initial screens, RRRJ gives them to you on every single step of the game! Whereas Henrik Nåmark's "Now You're A hero" is music that makes meta-references to the player in the game, Daniel Perry's music in RRRJ makes meta-references to the music itself by literally singing "bass" and "melody" the whole time. More could be said of this, I'm sure. Just play it. You won't be sorry.

Well, that's all I have for now. I might follow up with more reviews later. I hope it was wroth your time.

Cross posted at EIS-blog.

Games once again open for editing


Due to popular demand we opened the games up for editing once again. Everything can be edited except for the file submissions, so jammers can fix spelling mistakes or add screen shots.

As we said before, for new versions of the same GGJ game, just make a brand new Game Project.

As always please contact us for any questions.

Las Cruces Game Jam Video


We've posted a 5 minute video telling the story of our Local Game Jam in Las Cruces, New Mexico (Sponsored by the New Mexico State University Learning Games Lab and Doña Ana Community College).

Kudos to Rachel Bailey, Juan Robles, and Jeanne Gleason for their great video work!

"Vile Haberdashery" iPhone game released!


The iPhone game we created for the Global Game Jam been accepted by the App Store, and is now available for purchase!

"Vile Haberdashery" is a nasty, disreputable little multiplayer game where players are cast as noble siblings vying for a great haberdashery fortune. Through blackmail, flattery, intimidation, and a little eavesdropping, you can coerce your subordinates into murdering the other would-be heirs. Can you get the doctor to kill your sister with the garden shears? Or will your brother get the stable boy to poison you with rat poison? Who will walk home with the inheritance?

The Making of: Honeymoon - Global Game Jam 2010


See the video here: http://www.vimeo.com/9308539

Constraint (global): Deception
Constraint (GMT+1): A monkey, a donkey or a key

We went to Copenhagen, Denmark where the biggest Game Jam with 300 people took place. We mixed a space shooter with classic jump'n run controls, made the player control play one little monkey.

The Making of Honeymoon


A week later we are done creating our Honeymoon (making-of) video. Enjoy. We will put up a gameplay video later on.


Adam, thanks for the feedback

Pyramid ATlantic

Adam, thanks for the feedback on your game jam experience at Pyramid. Yep, it was our first time through the gauntlet and boy, do we have room for growth. You are such a creative guy and I think your input and thoughts would help us improve and make our site one of the best in Maryland as we grow. I would be very interested in meeting with you at your earliest convenience to discuss your suggestions for growth. You have a really great team and was really impressed with your professionalism and abilities.

To Whoever picked the GGJ locations in Maryland


You are one clever cat.

Initially I, along with the other dozen people, were pretty shocked at your decision to approve the Pyramid Atlantic Arts Center as a suitable location for the GGJ, but it all makes sense to me now.

The theme was 'deception', and here all of us were deceived into thinking we were going somewhere that had computers, on-site security, development tools, and generally complied with your list of what was required to host a location. We even thought there was going to be a presentation at the end, as mentioned on the site's schedule!

My Game Jam Photo Album


Thought I posted this earlier, but maybe I didn't...

Here's my album from GAME JAM 2010. Check it out and let me know what you think.

I know I'm tooting my own horn here, but I put a lot of work into it!


Postmortem: ViralFire (and on GGJ Ankara)


Işık Barış Fidaner

Carl Cube and Bobby Ball - first patch + java-webstart (win,mac,linux)


When we released the game we had something about 2minutes left to pack the game and to upload it to the server...so it was a bit stressy and the way we deployed is far from optimal.

Even java has some really cool deploying-techniques, but they need more time for deployment and I was just too exhausted for this to be done in that stressy minutes. I changed this and now the game is startable out of the browser...

Salt Lake City Global Game Jam 2010 Thank You


Everyone had a blast! Big thanks to ITT and EA Salt Lake for their generous support. We had lots of good game creating energy and lots of help from the industry and lots of participation from our area, so this inaugural jam was definitely a success! I can't wait for next year already, and next time I'll most likely enter a game submission from the beginning since it seems I'm predestined to do it either way.

Making of "The Monkey Space" - Characters McApe and Cpt.Nordon



i wanted to show some of the work i did on "The Monkey Space" (with awesome glow)

feel free to test the game! we will work on an update soon!




We attended GameJam this year and want to put our game up for download but we are running to a few snags which is making this not possible.

We are trying to get this XNA game up in a way that the source code is not accessible as we have used a version of our own engine in making it. Does anyone know how to publish an XNA game without giving access to the source code. Has anyone done this successfully?

Pictures of the Digital Media Jam


I've added some pictures to the official Flickr account: http://www.flickr.com/photos/globalgamejam2009/

They are tagged with "bremen".

Is there anyone interested in the complete picture set? I didn't want to upload them publicly. If there are more than two or three people, I might post them with a password to our website, though.

Any other suggestions?

GGJ 2010 @ Cologne Game Lab: The Videopodcast


Sorry..ONLY IN GERMAN. But you´ll get it anyways :-)

Scottish Game Jam - Recap by SquareGo


Read up on Part 2 of the Scottish Game Jam by SquareGo http://bit.ly/bCZo7d



A couple of days from GlobalGameJam and I still havent rested out completly from this awesome weekend. We had so much fun and our game came also out as a complete version with menus and everything, ready to be played. The game turned out to be just awesome, over my imagination of what we all was capable of in 48h!


And our game isnt the only one, there lots of awesome games here and i will never been bored again! ^__^

// The crew of Switch wish you all futher neat game experience and lots of fun!

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