Postmortem Ramble, The State of Spooktober & More :3


To start off, I'll warn you that this is gonna be quite a ramble as usual (in fact, even longer than usual xD), so if you plan on reading all of this, you should probably grab yourself a coffee or something first x3 This post is basically my personal ramble about the process of Spooktober VN Jam 2023, but if you want to check out Lazy Polar Bear's experience with the art side of things, head here to read a post she's written about it :3 It's really interesting and I learned some stuff I didn't even know!

I'm gonna try my best to break this into sections anyhow, starting with random silly stats, then about the process of working on the game itself, followed by my thoughts and feelings about Spooktober Jam as a whole & how it has impacted my mental health this year.

Firstly, have some random jam stats :D

[Jam playlist/bands & songs that got me through September]

Celldweller
Arrival, It Makes No Difference Who We Are, Blackstar, Louder Than Words, Heart On, Good L_uck (Yo_'re F_cked), Gift For You, Eon, So Long Sentiment

Blue Stahli
Takedown, Rockstar, Scrape, Enemy, Metamorphosis, Ultranumb, Anti You, Demon, The Devil, Give Me Everything You've Got

Bring Me The Horizon
Itch For The Cure, Kingslayer, Obey, 1x1, Ludens

Of Mice & Men
Unbreakable

[Other random stats of things that occurred during the jam]

Average working hours: 9am - 4am (with breaks for food & exercise... yes, I know that's awful >.< I fully intended to work healthier, but too much happened that prevented that. I averaged about 15ish hours of work per day of the jam)

Shows seen: Jimmy Carr, Phil Wang, Derren Brown's Unbelievable

Favourite film watched: Boys From County Hell

Favourite animal/s seen: A random grey phalarope at Kimmeridge Bay (lifer :3) - Many bats!

Additional non-jam knowledge acquired: Attended a day course on UK bat ecology & more and learned a heck of a lot about different kinds of bats in the UK that I never even knew existed!

Headaches endured: Lost count ">.> so same as usual.

Times electrocuted: 1

What went right \^0^/

As you can probably imagine, the fact that I was able to team up with the awesome Lazy Polar Bear again was cause for celebration :3 Working with her is always such a delight! I just always end up feeling awful that she does such an insane amount of work to ensure our projects look so fabulous x3 And LPB wasn't the only person I got to work with on another project, as after finishing The Hostage, I also asked the amazing Emilie Brewer and Philip Kraaijenhof if they'd like to team up for Spooktober too when it rolled around! Dominic Devlin also joined the voice cast, so it was wonderful to have the opportunity to work together with people who were an absolute pleasure to work with on previous projects!

After finding out that LPB wouldn't have quite as much time to work on assets as she'd initially hoped, I feared we may find it difficult to recruit a team at the last minute, but thankfully, after posting in the recruitment channel on DevTalk, we were joined by some brand new faces who I'd never worked with before :3

I guess the writing went okay in the sense that I was able to finish the script in good time and I don't completely hate it xD As usual, the story didn't quite come out the way I originally envisioned it, but I feel like that's just what happens when you try to pull ideas out of your head and get them down on paper.

The soundtrack couldn't really have gone better! I managed to make pretty fast progress with it, and for the first time, I feel as though I was able to create an OST where I considered the music for the project as a whole and tried to include things like repeating motifs to link it all together in a cohesive way :3

Voice acting went even more smoothly than usual with the cast delivering at lightning speed :3

Getting to work with an editor for the first time was amazing too!

And while LPB has a few hangups with the page design, I think it looks absolutely stunning with the assets she created :3 Alongside the bits she made for Bitter/Sweet's page, it's probably my favourite so far ^-^

What went wrong T_T

There were more than a few bumps in the road during the jam, haha. 

Programming Problems

Programming was one of them. I was originally thinking I'd (reluctantly) have to make the project in Naninovel as usual, but then had the fortune to be introduced to a new friend and team member who was going to take over the programming using Ren'Py. I was absolutely over the moon because I'm not really a programmer myself. I just do what I can to muddle through with Naninovel. I do it because it's necessary if I want to make an idea into a game, but I don't like it x3 Programming is my most despised part of game dev, haha. So it was a huuuge relief to know I wouldn't have to deal with that side of things this jam and could concentrate more on the soundtrack and stuff instead!

However, things didn't go according to plan x3 As we progressed with the project, it became clearer and clearer that the workload involved just wasn't a fair thing to put onto another person, especially when there were certain aspects of the project that seemed more difficult to achieve in Ren'Py compared to Naninovel. Communication was sometimes hard due to me only really having experience with Tyranobuilder + Naninovel and not knowing that things which Naninovel makes a breeze take significantly more work to implement in Ren'Py >.<

I also learned that it's far more difficult to try and explain to a programmer how you envision a scene playing out VS just putting it together yourself. I think the problem is that a lot of ideas come to me as I'm actively writing Naniscript. So you can do all the planning you like and have everything written down, but you can't really account for suddenly realising that X sound effect would fit perfectly in this spot, or that maybe moving the camera in a certain way might work fantastically in X scene after all, or that switching or stopping a BGM track at the place you thought would work best when writing the scene initially actually works slightly better if you do it a little earlier/later.

Those sorts of small details are fine to add in and tweak if you're going along doing the programming yourself, but you can't be constantly poking a programmer to do X and Y with every tiny new thing that pops into your head. It would be both infuriating for that poor person + completely impractical for them to have to keep going back over stuff every time you have a thought for something small you'd like to try >.<

I had thought I'd done a pretty detailed job of setting out the scenes and where various SFX and BGMs should play when typing up a document for our programmer, but there was sooooo much I ended up adding and changing as I went when I ended up back on programming duty in the end.

It was definitely a tough situation to navigate. The last thing I wanted to do was waste the time and effort that someone else had put into the jam :( But as the time ticked away and I got a better idea of just how many more work hours would be involved, I realised I just couldn't put that on our programmer. I'd never dream of asking someone to work 15 hours a day to get something done just because my own planning and estimates on how long stuff would take were so skewed. So I wound up taking over programming in Naninovel after all because I didn't want to put the stress of getting the project finished by the deadline on someone else. I was willing to push myself to do it, but I wasn't about to ruin someone else's life by making unreasonable demands.

In the end, I feel like this decision was for the best, but it threw up additional problems, such as the fact that LPB had made all of the UI assets for Ren'Py. I tried my best to implement them in Naninovel, but there were sadly a few different assets that I wasn't able to use because the UI in Unity just went all weird whenever I tried to use them T_T It also meant warping the dimensions of some of the assets and using them in ways they weren't originally intended to be used.

On top of all that, we were waiting on some art assets towards the end of the jam which significantly delayed programming in general, as while I was able to program a barebones version of the scene/s with missing assets, not having the assets in question made it impossible to work on elements of cinematography >.< At one point in the jam, I actually reached a place where there was physically no further progress to be made because I was waiting on assets. I suppose that's one of the perils of working in teams, haha.

I personally don't like attempting to lead >.< I'm not good at chasing people up on these sorts of things because it makes me feel extremely awkward, as I feel like I don't have the right to ask a person to deliver assets by X date when we're all working together for free. I do set both soft and hard deadlines for things, but if those are missed, I struggle to know how to handle that. I'm just thankful that everyone pulled together in the end to finish the project in time :3

As I mentioned regarding programming, I'm happy to push myself to work stupid hours on jam projects to make deadlines, but I would never expect anyone else that I'm working with to do the same, in fact, I'd really rather they didn't even attempt to x3 It's not healthy, haha.

An Audio Wizard's Illness

On top of the programming problems, we also ended up missing an audio engineer, as the person who had hoped to join us to help master all our audio and help me create SFX for the project ended up ill for almost the entirety of the jam, so wasn't able to work on the project in the end :( This meant that I also had to muddle through as best I could with all things audio on the project.

Sneaky Scope

Scope is one of the things I struggle with when planning for game jams. I foolishly thought I had cracked it this time by making the decision to limit my word count to around 10k. I'm not sure exactly what the final word count wound up being (a little over 10k I think, but not by much!) And in some ways, this might have worked. My thinking was that, if I'm not programming this time, and I'm sharing big time-consuming jobs like cutting voice actor audio with an audio engineer, then it shouldn't be too hard to get a game with 10k words done in time for the jam deadline.

Of course, having 2 VAs for both Linnet and Rhime to increase player options did increase the scope by a hefty amount since it meant there were essentially 4 possible versions of the game (GxB, GxG, BxB, BxG), however, because all the audio work would be split between myself and the audio engineer, I felt as though it would be achievable.

I hadn't anticipated that I'd end up both programming and handling all the game's audio myself, and I guess when it came to that, I should maybe have instantly decreased the scope by axing voice options or implementing them post-jam instead of pushing myself to get it all done in time for the jam deadline >.<

The problem was, our audio engineer really hoped she would recover in time to help out, so I was hanging on for a while waiting on her while more and more VA was being delivered. It reached a point where I realised I'd just have to make a start on it myself because it just wasn't clear whether or not she was going to be able to contribute, and I didn't want to leave it so late that the audio would be uncut/edited and make it impossible to implement in time.

Despite the insane amount of work involved in handling all aspects of the audio solo, I was determined not to drop any voice options because I didn't want the efforts of the VAs on the team to go to waste. And while I could've added anything post-jam, I didn't really want to do that either due to there being a cash prize category for Best Voice Actor, and I didn't want to deny the amazing VAs the opportunity to be judged for a shot at winning that category by not including their lines in the game for submission by the deadline.

I can't lie, having to take on roles I didn't think I'd be dealing with in the jam was pretty painful. It meant pushing myself to work hours that I hadn't planned to work at a time when I thought I was finally going to have a more relaxed jam experience for the first time x3 And the same thing happened to LPB on the art side of things as she wound up working on emergency art to cover the absence of other team members >.< Which was heartbreaking to see unfold because she was already so busy with other stuff. I was genuinely worried for her health at one point :( 

And sure, there isn't anything you can do when team members get ill or are otherwise unable to contribute as expected, and you could chalk it all up to bad luck! BUT, at the end of the day, I still see it as my fault because if the overall scope of the project had been smaller, it wouldn't have been so difficult to pick up the parts that went unmanned. I was happy enough to work harder than I thought I'd have to because I essentially brought it on myself x3 but LPB really didn't deserve to suffer because of my scope problems >.< No one deserves that. 

In many ways, it's a minor miracle that we actually managed to finish and submit the project in time for the end of the jam x3

The State of Spooktober VN Jam

Since this project was made for Spooktober VN Jam, I feel like it only makes sense to talk about the state of the jam as a whole here, but I have incredibly mixed feelings about it, so I'll split it into three different sections.

Game Jam/Creation Side

This part is the part of the jam that I love, haha. I'm not a competitive person, so ever since taking part in the jam back when I worked on Limbo Line, I've tried to think of it as though it's a regular game jam like any other rather than it being a competition x3

Spooky season is my favourite time of the year, and visual novels are one of my favourite kinds of video games, so a jam that marries the spooky season with visual novels was always going to be my perfect cup of tea :D I approach it without considering it will be judged, and just try to tell whatever story comes to mind at the time.

The fact that it's one of the biggest VN jams of the year also means that it's a brilliant opportunity to get to team up with bigger teams and work with a wonderful mixture of friends and new faces :3

Part of me is overjoyed to see the jam increase in popularity because it means both more people to team up with + more spooky games for me to enjoy playing once the jam is over! But with that increase in popularity comes a whole host of things that have irked my autistic brain, with much of the competitive side of things feeling unjust. And if there's one thing that really gets my goat, it's injustice x3

Judging/Competition Side

So how can that injustice be tackled? Honestly, I don't really know >.< The problem is, the jam has become so popular that the judges can't really cope effectively with the task they're faced with. And I should note, that's not me having a go at the judges or anything as I'm sure they're doing their best with the resources they have. It's more just a general observation that as the jam grows, the current system of judging becomes more and more unsustainable.

If there were no prizes at stake, the judging process itself wouldn't really matter all that much and it wouldn't rile me up to the degree that it does. It's the fact that the cash prizes are getting quite large now with more and more in the way of high-profile sponsors supporting the jam. And when you have so much money involved, I feel as though the judging system behind assigning those prizes needs to be rethought in order to make things fair for everyone taking part.

After reading some of the writeups posted by this year's jam judges, it appears as though they all operate on their own separate scoring systems when it comes to shortlisting games. Which again would be more than fine if there weren't prizes up for grabs. But surely when cash is involved, there should be some sort of unified system that all judges adhere to.

It also seems as though personal preference plays a part in the entire judging process, which once more would be okay in a no/low-stakes jam, but with $$$ up for grabs, I feel as though all judges involved should act with a greater degree of professionalism and try their hardest to keep personal preferences to one side while judging entries.

From what I understand, when trying to determine the shortlist, judges only play a very small amount of each game that they're assigned in order to make swift decisions and get through their list of 100+ games. They say they have to ask, would this game make the top 10? If not, it's a no. If a game gets two nos from the two judges assigned to play it, they won't make the shortlist.

I can see how this system would be effective when you have such a vast number of entries VS a small number of judges. I imagine that in many instances, you could indeed rapidly identify whether a game could hold its own in a top 10 based on things like, having bugs or bad spelling/grammar within the first 5-10 minutes of the game, what the quality of the art or writing is like, and various other factors like basic visual novel accessibility options.

HOWEVER

There are additional category prizes up for grabs too, such as Best Character Design, Best OST, and Best Voice Actor. And this is where I begin to take issue with the above-mentioned system of judging.

If judges are only playing 15 minutes or so of a game before giving it a shortlist nope and moving on to the next project, how are they supposed to effectively judge for the additional category prizes?

The answer is that they can't. Because with that system of judging in place, it just wouldn't be possible to judge those bonus categories fairly.

This is bad because there may well be projects in the mix that have the most incredible OST/Character Design/Voice Actor, but they may go completely unobserved by all judges if they're dropped from the process at shortlisting because of some other aspect that didn't quite make the cut in the eyes of the judges.

Take a project's OST for example. If the judges decide the game isn't shortlist-worthy after a few minutes of play, they will only ever hear maybe 1 or 2 tracks from the piece because they may only have played a very small percentage of the total game. Therefore, the OST will go unnoticed, and you will find the entire list of nominees for best OST will go to games from the shortlist that the judges have played significantly more of. And yes, if these entries have made the shortlist, then chances are, their OSTs will be pretty good, but it also means that many other fantastic OSTs will completely slip through the net unheard.

Since I can't be a fly on the wall to watch the judging process as it happens, the above is, of course, merely an assumption, but it's an assumption based on logic and can be applied to the other category prizes too.

What if a project that takes roughly 50 minutes to play through in its entirety reveals a new character design in the last 15 minutes of gameplay? Had the judges only played the first 15 minutes of said project and deemed it unsuitable for the shortlist, then they would never even witness that character's design, and therefore, the artist responsible for that character's design would not have their work judged or considered for the prize category. Their efforts would go completely unseen. This can't possibly be considered fair.

The exact same thing goes for voice acting, and to use our project as an example, both Philip & Emilie changed the way they voiced their character as the story progresses, reflecting each shift in the narrative. The game is split into roughly three segments, so if the judges only play the first segment of the game before determining it unworthy of shortlisting, they will only hear the opening phase of each voice actor's performance and therefore completely miss the nuance added to the character throughout the entirety of the piece, rendering judging for Best Voice Actor completely ineffective like the other individual prize categories.

I'm hesitant to call this method of judging lazy because, at the end of the day, the judges have volunteered their time to play so many games in the first place, and it's not their fault that there are a high number of entries. Without the judges dedicating every waking hour to playing through each project in full, it would be impossible to hear all soundtracks, see all character designs, and take in all voice acting. And while I would personally be prepared to undertake something like that for the sake of fairness, I certainly wouldn't put those expectations on others.

That doesn't change the fact that the system is both broken and unfair as it stands though >.<

I think the only way you could potentially fix things and make them fairer in the future is to have more judges or fewer entries. I can't imagine fewer entries will happen. If anything, there will likely be an even higher number of projects submitted for next year's jam!

So perhaps a more realistic suggestion would be to add a word count cap to future editions of the jam?

I don't think game jam projects created within a month really need to exceed 10k words. Heck, the shorter the games, the less pressure on the judging panel as a whole, and the easier it would become to implement a more balanced judging system, so perhaps even a 5k word limit would be more suitable! It would certainly help bridge the gap between solo devs and larger teams, and sprawling 30k+ word games just really aren't necessary in a month-long game jam.

(I realise I'm being a bit of a hypocrite here since Limbo Line was fairly long, and the following year I wound up making 2 shorter projects instead of 1 longer one, but I do find it difficult not to get carried away during jams. Looking at the jam as a whole though I can see that by doing that in the past, I've only contributed to the problem and made the lives of the judges more awkward.)

So then maybe next year's judges need to try and recruit more people to the judging panel, possibly implement a word limit for submissions, and potentially be more open to spending more time on each individual project.

At the end of the day, judges are volunteering. They know what to expect when signing up, and no one is forcing them to do it, but I would hope they might make more of an effort to ensure judging is more balanced than it currently is. Especially since those judges essentially hold the power in their hands to change the lives of the devs participating now that both the money involved and the exposure have jumped up in recent years.

I have no idea if the judges are aware of their ability to both help and hinder everyone involved, but if I were a judge, it's something I'd be taking extremely seriously.  Again though, those are expectations I would set for myself, and I realise they're unreasonable to put on others.

As an observation, this year seems particularly baffling in that the judge's honourable mentions/shortlist includes several games that contain bugs, bad spelling/grammar, and other small niggles that the judges themselves claimed during the judging process would deny a project a place on the list.

Please don't get me wrong, I mean no disrespect whatsoever to the devs whose projects are featured on the list. Of the ones I played, they were wonderful, and there are plenty on there that I didn't manage to play. It's just I couldn't help but notice stuff like the small bugs and the spelling/grammar errors, and while these didn't detract from my personal enjoyment of the games, I found myself somewhat confused that the judges seemed to have missed them when they were supposedly being super critical of tiny things like that.

It was especially concerning because there were several games I played that were far more polished, without any of the previously mentioned niggles present that didn't even get a mention from the judges. (And yes, when I play people's Spooktober games, I play the original versions submitted to the jam so that I'm playing the same version the judges are judging, not updated versions containing bug fixes and such.)

You may think, well, if you have the ability to notice these things and have such a problem with it all, why don't you volunteer to be a judge yourself?

To be honest, I would. Heck, I'd like to! My social anxiety prevents me from even asking though, and my pessimistic brain tells me the likelihood they'd actually allow me to join them is slim to none >.< Because I'm not a previous Spooktober winner, and I don't have much of a presence in the DevTalk Discord server thanks to my autism and social anxiety. In my mind, I essentially don't matter to them and therefore don't have a voice. Besides, I can hardly imagine I'd be in their good books after writing all this criticism of their system!

That's exactly what this is though, criticism. Not a dig, as much as it may come across that way xD I love Spooktober jam with all my heart, but I dearly wish it could be improved. I'm gonna sound like a broken record, but as I said, if it were a regular game jam, I would have no complaints about the way it's run. It's the fact that it's become such a big deal. I just feel as though it should be run with more care and responsibility. The current judging process doesn't reflect the sheer size and importance of the jam in its present form.

The Jam's Impact On Mental Health & Motivation

Others

Aside from the distribution of prizes, you have to consider the impact on individual participants when judging isn't as detailed or considered as it should be. I've spoken to a handful of devs and artists of different kinds who took part in this year's jam and are devastated by the results. Not because they expected to win something and didn't, but because they poured their souls into aspects of their projects only to have said projects largely overlooked by judges who don't possess enough time to explore each entry with the passion and care that is deserved.

This has resulted in a decline in the mental health of some participants, who have drawn heartbreaking conclusions that they should give up on writing/art/composing because their work wasn't even judged thanks to the project they worked on not making it to the shortlisting phase of judging.

I asked some of those I've spoken to if it's okay for me to discuss our conversations here, keeping them anonymous, and a couple of them agreed.

One person whose project I played is now convinced that they're a terrible writer despite the fact that I and others have assured them their writing is wonderful. They are struggling to believe us based on their comparison of their own work VS those games on the shortlist featuring spelling & grammar mistakes. In their eyes, if a game with bad spelling & grammar can make the shortlist/mentions when their work which was absent of such mistakes didn't make it, it must mean that they lack the ability to write a compelling narrative. This false and harmful assumption (probably) wouldn't have occurred had the judges not included projects with spelling/grammar mistakes on their shortlist/mentions.

Another now doubts their ability to create engaging music based on witnessing the inclusion of games on the shortlist/mentions that used Creative Commons assets for their soundtracks. To quote them directly:
"What's the point in trying to create original music if teams can make the shortlist by grabbing free assets online? It took me weeks of work to put our OST together and that's somehow worth less than just grabbing random tracks from a database? We didn't get a mention or anything like our game didn't exist. It makes me wonder why I even bothered tbh."

Sure, you could argue that having a game devoid of spelling and grammar mistakes or a project with a banging OST alone shouldn't be enough to make the shortlist/honourable mentions, and I'd be inclined to agree with that because a game can't stand out on just a single striking element alone. What makes a game great is when everything comes together in one harmonious whole and it all just clicks. But I do think that more value should be placed on things like making the effort to have an OST or to implement some degree of voice acting, especially when there are more than enough people posting to join teams on the DevTalk Discord server.

In some people I've spoken to, it's so bad that they're considering completely abandoning their creative pursuits because they've lost faith in their ability to create.

I'm sure everyone in the VNdev community would agree that this is a tragic consequence of an overworked judging panel and a flawed judging system, and not at all what the organisers intend for participants. I think I even remember reading somewhere that the point of the DevTalk community was to empower creators and get more VNs out into the world.

A degree of some sort of harm is unavoidable due to the very nature of competition, and for the most part, it's down to each individual to look after their own mental health and wellbeing, as no one can be responsible for our emotions but ourselves. Still, with the growth of the competition, maybe there could be more done to ensure participants have a more positive post-judging experience. Such as being offered a small amount of feedback on projects so that people know what they might be able to improve on for future efforts rather than focusing on never knowing what prevented them from reaching the rosy heights of shortlisting.

Again though, I realise this would add more work for the judges, and not everyone would appreciate feedback. I would like to hope that judges take some sort of notes as they go through each project though, so perhaps these could be forwarded to those who ask for them via some sort of request form? I don't know the answer here >.<

Myself

(Content warning for mentions of mental health struggles, neurodiversity, self-harm, and suicidal thoughts)

From a personal perspective, I am among those shattered to have poured so much of my soul into a project only to have it go completely unmentioned by the judges, haha. It's a special kind of pain to put so much time and effort into a pursuit to have it essentially ignored x3 Thankfully, I'm rescued from falling into complete and utter despair by those who have been kind enough to play the game and leave a lovely comment on it, so believe me when I say I appreciate it with all of my heart. Your light is a ray of hope in what is otherwise a pretty dark place for me!

Part of my problem is down to something I've only very recently discovered I suffer from. A pesky and pervasive issue called RSD.

It's not something I had ever heard of before, but after getting my ASD diagnosis, RSD, along with a few other things, have been mentioned by some of the professionals I've been seeing, and learning more about them, I realise how much sense they make!

I won't launch into a big description of RSD or what it's like to live with, as the link I included above does an excellent job of describing it. For anyone not wanting to read the article though, here is a small snippet of what's in there:

What is Rejection Sensitive Dysphoria?

Rejection Sensitive Dysphoria, or RSD for short, is a common issue experienced by Neurodivergent (ND) people. It is thought to be caused by increased difficulty in regulating our emotions, which leads to an incredibly heightened experience of rejection.

Put simply, it is an increased sensitivity to rejection (as the name implies), and the rejection does not have to be real. It can be imagined or feared.

RSD can be incredibly intense, and we can feel it to the core of our being as intense physical pain, discomfort, and sensory overwhelm. It can be almost impossible to reign in these sensations when an intense episode is triggered.

One thing you learn with being Neurodivergent and having RSD, is that often we can recall every intense moment of hurt and rejection like it was yesterday. This aspect can be insidious. If we could forget that hurt, maybe RSD would not be the debilitating issue that it is.

Head here for the full article.

Knowing that RSD is a thing helps me understand why the pain I felt upon seeing Tunnel Vision was absent from the shortlist/honourable mentions was so intense.

I don't participate in Spooktober Jam with the aim of winning, in fact, I never expect to win a single thing in my life. My self-esteem is so non-existent that it doesn't really even occur to me that I could ever produce something worthy of winning a prize, and so it's not a factor I think about when starting a Spooktober project.

So then why did it hurt so much to not be included at all in the shortlist/honourable mentions? To the point that I almost self-harmed for the first time in 3 years. To the point that I thought I'd be better off dead than carrying on with game dev.

The project has received plenty of positive feedback from players, so why should the opinions of the judging panel even matter?

Well, the answer is in the way RSD eats you up from the inside. It thrives in an information vacuum. 

While positive feedback was beginning to come in from players, I believe it was the lack of recognition from the judges that most likely triggered an episode of RSD because getting no mention and no feedback from them whatsoever reinforced the kind of rejection I've experienced my entire life from those in positions of power. Not even necessarily rejection, but just the general feeling that I don't exist.

The thing that must have made it worse is the fact that in previous years of the jam, the judges have at least deemed the projects I've submitted worthy of shortlisting, and that alone was enough for me to feel content with the work I'd done. The fact that Tunnel Vision didn't make the shortlist this year was devastating because, in a sense, it feels like a step backwards, and also throws up a lot of unanswered 'why?'s.

That then created the belief in me that the project I submitted was ignored because it must have been awful.

So awful that it wasn't worth even a mention or a proper playthrough. So awful that despite the incredible art assets and voice acting delivered by my teammates, the aspects I was responsible for were so bad they swallowed up all the good there was in the project.

In my heart of hearts, I knew this wasn't true, largely thanks to all the kind comments left by players. And I never doubted my belief that the people I worked with produced amazing assets on their parts. It was just the lack of evidence from the judges themselves to contradict my stupid brain's beliefs that resulted in me assuming the judges absolutely hated the project and deemed it worthless.

And that belief was followed by the reasoning it was entirely my fault because since the art and voice acting was all brilliant, the fault must be with the parts of the project that I worked on, right?

Ever since I saw the shortlist/honourable mentions I'd been beating myself up about it trying to figure out what I did wrong. It was like all the positive comments from players were sucked out of the window, replaced only by doubt and despair at the lack of word from the judges.

Was my writing woeful? Did my soundtrack suck? Did I miss some hideous bug in testing that no one else has found or told me about?

Did they just hate the whole concept of it?

Do they hate me?

The shame, hurt, and pain seemed almost endless. I had let my entire team down.

The efforts of those who had placed their faith in me to submit something where their work would be worthy of judging had gone to waste. We didn't make the shortlist, which means their hard work probably wasn't even witnessed.

All because I couldn't create a concept that was good enough.

Nothing I ever do will be good enough. 

I'm not good enough.

No one will ever want to work with me again when I'm so worthless.

This is, of course, a problem I have to deal with by myself (and hopefully with the aid of therapy at some point x3)

Judges can't be expected to leave feedback for each project because there are simply too many. Having some idea of their thoughts would have helped immensely, and I did ask but heard nothing back, which is about what I was expecting, especially when asking in a chat that's constantly updating, and I just don't have it in me to go pestering people in their dms.

Now that I've learned about RSD though (and if you want to read more on it yourself, there's another article on the same site as the one I linked above) and also had more time to reflect in general, I've arrived at a point where I no longer care what the judges might've thought of the project.

Just knowing that RSD is a thing has helped me feel a little less invalidated in general. I know that I hurt more than most because of the layers of hurt inflicted over the course of my life. The same pattern of it seeming like I don't exist repeating over and over is bound to be painful and reinforce a lot of negativity.

Those thoughts are still with me, but instead of screaming in my face all day and night, they've been pushed further into the background. Time away from my PC has taught me to listen to the caring advice of friends and the kind comments of strangers. They mean more than the negative thoughts generated by my idiot brain.

Signing off

Anyone who knows me knows that my mental health has never been great x3 And it's for that reason and all those above that I think I might bow out of participating in future versions of this particular jam despite my adoration for the concept, or at least stop trying to lead projects as part of it and do something in a much smaller capacity.

It's possible I might see if another team will have me for making an OST or something, but I think this will be my last time participating as a project lead. I guess we'll see how I feel when September 2024 rolls around. Unless I can somehow become much mentally tougher though, I'm not sure it's worth the pain it'll cause me.

I don't regret participating over the years at all :3 It's been fantastically fun getting to team up with different people and make spooky games together. Nothing will erase the wonderful times I had or the pride I feel for my teammates having successfully finished and submitted projects. The jam will always hold a special place in my heart, but unfortunately, my heart is too fragile to handle the judging portion of the jam.

I have to weigh up whether the joy of creating a game for the jam is worth the damage to my mental health afterwards. Up until now, the answer has been, absolutely, yes it is, but this time I came so close to hurting myself over it that I need to consider my answer much more carefully in the future.

I have to say though that I appreciate your support for this and my other jam projects more than I could ever put into words :3 Your kind comments and encouragement help soooo much in my never-ending fight against my own stupid brain and its constant negativity x3

Without you guys, I would've lost the fight against my demons long ago and given up game dev! So please know that when you take the time to play my projects and type up something sweet, you're shooting me a little bit of light in the darkness, and I will never, ever stop being grateful for that.

If you're following me because you're waiting for news on DD, I'll be making a post about DD and the future of my other projects as soon as I can muster the time and energy, and with any luck, it won't end up even half as long as this one xD 

In the meantime, I hope you all had a fantastic spooky season & that November is being kind to you :3

To quote the Circus of Horrors in a more lighthearted capacity, in the words of Camp Dracula:

"Don't have nightmares... just wet dreams!"

x3

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(1 edit) (+1)

My prior posts were terrible. Lack of communication can do that to just about anyone.

I'd greatly appreciate that when you get some time to throw me an email.

I really hate doing these kinds of posts in public. Unfortunately it seems that's often the only way I get to 'poke' you about stuff.

This poke was not meant to discourage you or harm you in any way. Intention and results often differ in life.

It is difficult for me to walk on eggshells, especially in public posts.  I'll stick to emails with you from now on.

Good luck to you Melanie.

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Funnily enough, I started drafting a post last Friday that’s like a general across-the-board update on everything that I’m working on, my personal struggles this year, and my hopes/plans for 2024. I’m not sure when I’ll actually manage to finish it and get it posted though >.< I was aiming for late November / early December to get it posted by.

As you know though, I find making posts and anything like that extremely stressful, so it takes a hell of a lot of energy to get through it x3 This post here took me 5 days of writing a bit, then having to turn off my computer and come back to it again the next day. It’s just so draining.

In the time it took me to write this post, I wasn’t able to work on anything else because it just sapped the life outta me. I had to retreat under my duvet a couple of times to just black everything out and get away from it. The same will happen as I attempt to draft the post I mentioned over the course of the next week+.

I used to think that feeling the overwhelming need to get away like that was silly, and I felt ashamed of it, but since getting my ASD diagnosis, I’ve been taught that it’s relatively common for folks on the autistic spectrum and that I should embrace stuff like that if it helps make me feel better. My friend even has her own recovery den that she retreats to when she's feeling overwhelmed or struggling with sensory problems. 

I’m also a little confused and honestly somewhat hurt by your mentions of giving up or leading people on because I’ve never done that at any point and never intend to >.< The suggestion is almost insulting, but I’m guessing it comes from a place of ignorance rather than an intention to cause hurt.

Just because I’m awful at writing regular public posts and such, and slow to make progress on certain projects, it doesn’t mean anything. It just is what it is >.<

I’ve always been open and honest with people who’ve directly asked for progress updates and such. And I’ve always openly stated how my mental health and personal situations impact my dev stuff. I've never hidden that at any point.

It’s comments like this (among others) that make me want to dive back under my duvet and not come out for a while >.< 

I know things are slow, but I’m trying my best. I'm going at this slow pace because I'm trying to look after my health as best as I can. If I try and force myself to work on projects I don't feel like working on, they'll just turn out kinda awful like Love in Lockdown did >.< I'd rather take my time, put different things on hold, work on different stuff, and come back to other stuff when I'm feeling like it than completely mess something up. 

I still released 3 games this year, so it's not like I'm not doing stuff. I'm just choosing to prioritise what's practical and what I can cope with under current conditions. 

I don’t see why there would even be any sort of timescale or expectation for things to be posted by or projects to be finished by when this is my hobby :( My mum doesn’t have people breathing down her neck telling her to hurry up and finish a piece of her cross stitching that she’s had to put on hold for however long for whatever reasons. It doesn't mean she's not making progress, or that she'll never finish it. I don’t see why my hobby should be any different. 

Things will be done when they’re done >.< If people want to stick around for that, then that’s extremely kind of them and I appreciate their support and their patience. If they don’t, that’s entirely up to them. I can’t change the way I work to suit other people, and according to my therapist, I shouldn’t try to, especially when I struggle to stay afloat as it is.

Game dev is an escape for me. It’s more than just a hobby. It’s a coping mechanism for life. I’m not asking anyone for attention, or money, or anything. I just want to escape to other worlds the same as I do when I play games because it’s less painful than spending time in reality >.< If people happen to enjoy what I’m doing then that makes me happy and I’m grateful for that, but I can’t give more than what I already am because I’m already putting everything I have into what I’m doing. I know it wouldn’t be considered good enough by most people’s standards, but I’m not most people. 

I know you’re only trying to help and I do appreciate that. It’s just, at the end of the day, I’m not in a position to try and sell what I’m doing here. I’m extremely restricted both by the laws of the country I live in, by the limitations of my personal living situation, and the impact my mental health struggles have on me on a day-to-day basis. These are things I’ve posted about on numerous occasions in the hope that anyone who happens to be following me might gain a better understanding of why things are the way they are, and to (hopefully) lower their expectations if they have any.

I’m already struggling to hold myself together as it is. However it may appear, I struggle to function. It's a silly example, but I only get my hair cut a couple of times a year because I find it so hard to go to a salon (not to mention the fact that it costs £50+ >.<) Some days, I wake up with all the motivation and willpower in the world, and one little thing happens, like having to answer the door to the postman, or my dad coming in from work depressed, or reading a negative comment here on itch, and boom, all of my energy is gone in an instant and I immediately become utterly useless until recharged.

I need professional help with my mental health, and I’m getting it, slowly. Having an actual ASD diagnosis has been immensely helpful, but as my therapist said, it’s going to take years of therapy to try and undo the damage that’s been done trying to live my life as an undiagnosed autistic woman because layers and layers of trauma and abuse have built up due to it.

I don’t even know who I am >.< Thankfully, she thinks therapy with autism in mind will help, but the waiting list to even get started on a proper course of it is gonna be up to another year or three because of how underfunded and overwhelmed the NHS is.

I basically live my life in survival mode and have been doing so for as long as I can remember. I can’t even recall a time where a week would pass and I didn’t dwell on suicidal thoughts at some point. Sure, I still experience happy times, but that doesn't erase the constant mental anguish. Doing game dev is about the only distraction I have from that, but it can sometimes also contribute to it >.<

I know it’s a weird one, but keeping people updated on progress and such is something I find extremely difficult. And sticking to just 1 project at a time is something I also find extremely difficult. According to my therapist, for a woman with ASD though, it’s fairly normal.

I’ve never given up on a project before though, and unless I die before being able to complete what I’ve currently got on the go or some other factor beyond my control prevents me from finishing, I never intend to. But the more I’m told to do something, or the more I’m asked how long something is going to take, the longer it’s going to take overall, because each time that stuff is mentioned, it chips away at the motivation I have to work on stuff at all.

I know that when people ask stuff like that, they don’t mean to demotivate me. They’re just excited to see more because they enjoyed it, and that means a heck of a lot to me. But it doesn’t change the fact that it does demotivate me. I don’t want to feel that way. It just happens >.< Every time I see someone ask, I feel grateful that they’re interested, but then I also feel like I’ve been tripped up and fallen flat on my face. It takes me a while to pick myself back up and carry on what I was doing.

Anyways, I’m gonna shut up on that cos as I mentioned, I’m writing a big post about it anyways which will detail progress made + plans for next year among other things, and just writing this has taken so much out of me that I feel like I need to abandon my PC for the rest of the day.

I want to say though that I have a lot of respect for you and I think you’re a very kind and generous person with a wealth of valuable knowledge and experience, but sometimes I feel like you really don’t understand my situation at all >.< If you did, you wouldn’t write something like this. It feels like being stabbed in the heart with a knife even though I know you wouldn't have intended that.

I know you don't know everything that's going on with me, but we've spoken about stuff to do with my mental health at length in private conversations, enough for you to know I find posting updates and social media difficult >.< And it's not like I've gotten any better. If anything, things are constantly getting worse as time goes on.

I'm so, so tired of having to explain why I don't measure up to people's expectations, exhausted that people even have expectations of me at all, and weary of being underestimated just because I can't perform as well as most people. I'm already painfully aware that I'm not as capable as most, but I'm trying my best to do what I can.

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(+2)

Unfortunately, itch doesn’t really have much to do with the jam, at least not when it comes to setting the rules and distributing prizes. It’s all handled by the admins of DevTalk. And I’ve seen other devs make suggestions on their server in the past only to be shot down, so I’m honestly not comfortable directly sharing my suggestions with those in charge >.< They don’t seem particularly open to suggestions in general when it comes to this particular jam. Which is fair enough I guess since it’s their competition. I would like to hope that it will change for the better in the future, but if it doesn’t, I always have the option of skipping it.

(+2)

I’ll try to be briefer on this part x3

I agree with most of what you said here, including your point on games using free assets being judged separately from games using original content, and this is something others have brought up to those in charge of the jam. However, those in charge stated that they can’t/won’t do that because they don’t have the capacity to make it work or something >.<

And I also have to point out that in this particular jam, participants are actively encouraged to form teams. Some of the participants are teams that already exist and are already working together to make commercial games, but the vast majority of spooktober participants are merely individuals that are part of the DevTalk community on Discord.

I tend to do what most others do and look for people to team up with from within the community. This year especially, there was an abundance of different people hoping to form and join teams in all different kinds of roles, so anyone using free assets made a conscious choice to do so for whatever reason. Some even said that they prefer to work solo because they can’t handle the people drama of teams, or they simply don’t have the time to communicate effectively or function as part of a team, and so decided to participate alone and use creative commons assets to fill the gaps in their skillsets.

DevTalk even make a big thing of getting people together for the jams that they run by holding live team recruitment events on their Discord server. 

I do think your suggestion of 2 separate categories would be the best way to go about things, but stuff like that has been suggested by other devs in the past directly to the jam organisers and has been shot down for one reason or another >.<

I would dearly like to hope that corruption isn’t present when the folks running the competition are generally respected within the VNdev community, but at the same time, I wouldn’t entirely rule out the possibility when, as you say, the influence of money is a corrupting factor >.< I’ve heard certain rumours here and there over the years, but I try my best not to believe things like that without hard evidence. I’d also like to hope that sponsors would look into stuff like that before handing over cash, especially since some of them are publishers of games.

(+2)

This is kind of difficult to respond to because on one hand, I appreciate you taking the time to write up everything that you did and I also agree with much of what you wrote, but on the other hand, I think you might’ve misunderstood some of what I was saying >.<

This post wasn’t written to whine as you put it, or garner sympathy, or elicit anything really. It was just a write-up of the process behind the project, an honest account of my feelings about the jam, and how it all impacted my mental health as a whole. I didn't even expect anyone to read it considering the length, let alone comment on it. If anything, it was more just like therapy for myself to get all the thoughts out of my head x3 And considering I'd never heard of RSD before my therapist mentioned it, I figured I might as well mention that too since it was relevant and, as it turns out, a common co-morbidity in neurodivergent people. 

It saddens me to know that you thought my write-up was something as shallow as whining when I was attempting to share some of my mental health experiences >.<

It’s something I’d been discussing with several different people who were also struggling with their mental health as a result of the jam, and we all agreed that the current system of judging doesn’t match up to how much prize money is involved or the sheer scale of the jam.

You don’t need to be real with me because I’m already aware of the things that you listed x3 That stuff haunts my brain enough as it is already, haha. When you don’t have all the details though, it makes parts of what you’ve written come across as somewhat insensitive. There are a few assumptions in there that are completely incorrect because you don’t have the full picture.

It’s hard to tell whether it’s my Britishness getting in the way again and causing misunderstandings x3 All I know is that the way you've interpreted parts of what I wrote are so far from what I meant or how I intended them to come across that it's almost as though we’re speaking two completely different languages >.<

I was just really surprised to see you mention stuff like entitlement because neither myself nor anyone I (anonymously) referenced in the post was ever asking for attention. We never expected anything from anyone. So I'm not sure how you arrived at that conclusion. 

It was just the united feeling that when so much money is involved, I don’t think it’s an unreasonable thing to hope for fair judging from the competition organisers/judging panel. And the observation that if something of that scale is judged in a way that some people's work is skipped over, that can lead to those participants feeling negatively in some capacity. 

We adore the overall concept of the jam. They were just honest accounts of people’s feelings, and some suggestions as to how it could potentially be improved overall. No one was asking for or expecting anything >.<

To elaborate on some of your points:

Regarding number 2, the scope and team shenanigans.

I didn’t put anyone through anything they didn't want to do. I still feel bad, especially for LPB, but everyone who worked on the game chose to be there, and everyone was given the opportunity to stop both prior to the jam starting and during. The programmer and I discussed the situation at length, and I took over to save her from having to work crazy hours. LPB only ended up overworking because things didn't go entirely to plan on the art side of things and she was determined to see the vision through.

We formed a team of 15 people. That team consisted of myself, an editor, a programmer, an audio engineer, 5 artists, and 6 voice actors. At one point, LPB even told me to stop looking for artists because she was worried we might accidentally end up with more people than we actually needed, and someone would wind up sitting around twiddling their thumbs with nothing to do. So we essentially recruited enough people to cover the scope. It’s just things happened here and there that meant it didn’t exactly go according to plan x3

And ours wasn’t even the biggest scope by a long shot. There were many projects submitted to the jam this year that had upwards of 20k words (won 1st place). Some were even 40k (won 2nd place), heck, I believe there was a 60k  submission, some of which were created by teams that were smaller than ours o.O It actually seems to have become the norm for this particular jam that people create longer games. There are even some huge teams with 20+ people. 

We were victims of circumstance and a degree of misfortune more so than we were of scope really >.< but I prefer to blame myself still because that's easier than just chalking stuff up to bad luck. The main thing is that we managed to make it through as a team.

Heck, some members of the team even chose to join more than one team for the jam (and that’s actually pretty common, especially with artists and VAs joining several teams), and I don’t have a problem with that at all. We had some planning and prep time and we discussed who wanted to take which parts of the game so everyone knew roughly what their workload would be before the active game-making part of the jam even began. So it was down to them to decide if they had enough free time that month to take on roles for multiple teams. That’s something which is completely out of my control.

I think in the end, I was one of the few people on the team who was only working on 1 project for the jam, haha. Some voice actors even joined 5 different teams to voice a multitude of characters. And some writers wrote for their own project + helped out with writing or programming for a different team. 

On your 3rd point regarding attention and reward.

I already touched on this a little, but I don’t really understand why you would even bring this up. No one on my team or any other person involved in the jam that I spoke to from other teams ever mentioned expecting attention, praise, reward, or compensation >.< 

None of us expected anything x3 It’s just some of us were hurt to discover that projects submitted to the jam weren’t being judged properly. I try to treat this jam in particular the same way I treat normal jams, but at the end of the day, it is still a competition.

It’s bound to have a negative impact on people’s mental health if they spend a month working on a game to discover that the judges of the competition only played like 5 minutes of it >.< As I said, how can you possibly judge cash prize categories like best voice actor if you only play the opening quarter of a game? 

That was all people were saying. That it hurt to know they submitted to a competition but their work wasn’t judged because of the flawed judging system currently in place.

No one was even blaming anyone. It was just an observation that with the current method of judging and so few judges VS a mountain of submissions, you can't cover everything. 

Coming to your 4th point. regarding the way the competition is run.

I’m again confused why you would bring up first-world problems when my post was just essentially an account of my feelings >.< I wasn’t asking for anything. I wasn’t expecting anything. It was just a post to say, this is the process of how the game was made, these are the things I felt during that process.

In regards to the judging part of the competition though, when sponsors have given them a total of $7500 in a mixture of cash and other kinds of prizes, you would just hope that there would be a unified and effective system for judging in place because that’s a lot of money. 

The judges had to go through so many games because there were over 200 games submitted, and the judging panel is tiny. The competition has grown immensely in recent years. All we were saying is that since there are high-profile sponsors like publishers involved, and more and more people joining teams to submit games to the jam, it would make sense to either start introducing some restrictions on content to make the judges’ lives easier, to have more judges recruited, or potentially even both.

The competition is only going to keep getting bigger, so it makes sense that the way it’s judged would evolve alongside that to better cope. And if that’s not possible, maybe it would be best to just restrict the prizes to 1st, 2nd, and 3rd place. Do away with the sub-category prizes if the judges don’t have the time to go through all the games to assess everyone’s voice acting or soundtracks and such in their entirety.

Like I said, I don’t have the answers x3 

And the competition creators already said they want to avoid public voting because it would result in things becoming a popularity contest, which is something I completely agree with. There just wouldn’t be a way to work that fairly. 

I’m not sure how much you know about this particular game jam in general, but it’s run by DevTalk. So all the rules, like the length of time for the jam, the themes, rules, and prize distribution is all handled by them.

I completely agree that the extreme amounts of work devs are doing for these jams isn’t healthy though >.< It's a painful trap to have fallen into, but if the games submitted this year and the conversations had on the Discord server are anything to go by, more and more people are overworking themselves. I lost track of the number of times I saw devs state that they hadn't slept :(

This year, it was even more evident than the previous 2. The first year I participated in Spooktober VN Jam, I was able to play all of the submissions myself (it was around 105, but there were an odd few that didn’t work). Last year, I managed to play 70 out of 156. This year, I only managed to play 50 to 1 ending, 45 to completion out of 210 entries.

The reason I didn’t get to play as many this year is because I came across several that took 4-5 hours to complete o.o

Teams are getting larger, and even the smaller teams are making absolutely HUGE games for the jam nowadays >.< That’s why I suggested the 5k word limit, because it is getting kinda crazy at this point, and people are working so unhealthily like it's just completely fine and normal :( 

The problem is, the more people do it, the more generally accepted it becomes. And then when it’s the norm, it’s even harder to escape it. The only thing that will make it stop is if the folks running the competition make it a rule not to create such gigantic games for the jam >.<

And again, I feel as though I should point out that I wasn’t whining about anything. Neither was anyone on my team. Nor was anyone I spoke to. It sucks if it somehow came across that way because that wasn’t at all my intention >.< Like I said, I dunno if it’s something to do with my Britishness and how we word things over here that’s led to that misunderstanding, but yeah. No whining here, haha. Just an honest account of feelings with absolutely no expectations. 

(+1)

heck yeah more rambles! \o/ first off how did you get electrocuted are you alright? second its really unfortunate that you didnt make it on the list for the jam out of all the games i had played for the jam yours was definitely one of my favorites, theres definitely some other great ones out there that i havent played yet though because holy cow there were so many submissions this year! i do really hope that for next years jam they either get more judges or at least have some sort of unified system that the games will be judged on to make sure that everyone has a chance because as you mentioned the way things were done this year didnt allow much room for the other categories to be celebrated like best ost if the whole ost isnt experienced then you cant really make a fair call on that. With the way things are done now it feels like alot of brilliant projects got overlooked so i really hope that things get better for next year. on the subject of RSD i never knew that was a thing and that there was like an actual name for it after reading that article i relate alot in ways that i wasnt expecting so i think i may actually have it too so thanks for that realization without it id probably just live the rest of my life without even knowing what was going on or thinking everyone's like that or something. big thaks for the rambles its always fun and interesting to hear you discuss things from the developers side of things.

(+1)

I’m going to be a little bit lazy and just copy/paste what I’ve written in my reply to DoubleFree about the electrocution, haha. 

I put that in there thinking that if anyone actually did read through the post, they would most likely not see that last bonus stat xD Other than a small scar on my lip from the convulsions where I was essentially biting myself, I’m all good from that experience, haha. Technically brought it on myself since I chose to be there and also chose not to utter the safe word despite the pain xD It was part of the fun and madness of a scare event I went to. Everything is done very safely and professionally. I’m just a stubborn idiot who would rather take the pain than give in and use safe words at stuff like that x3 

So yeah, I brought that on myself pretty much, haha. I’m fine though :3 My dad was worried cos he said it can’t be good for you >.< but I trust that the people in charge know what they’re doing cos they’re very professional and serious about safety.

Glad you ended up enjoying the game, and knowing it was one of your favourites out of what you played means more to me than having a spot on the list anyways :3 But yeah, there were soooo many great games :D I still haven’t played all the ones I want to yet cos there were so many x3

With any luck, they will manage to get more judges for next year or something :3 

Yeah, I can imagine that many people suffer with RSD but don’t know it >.< Like the person who wrote the article said, not everyone will identify with everything there, but some of it is likely to resonate with some people. I never would have imagined in a million years that it was a thing with a name x3 I just thought it was because of my ASD or that I’m just overly sensitive or something, haha. Cos I’ve always had really big emotions that are a lot to deal with because I feel uncomfortable expressing them to their full extent a lot of the time >.< 

I think with anything related to mental health like that, just knowing that it’s a thing and that other people struggle with it too is immensely helpful cos it’s nice to know that you’re not alone and not completely crazy x3

Thank you for playing and for reading the post, it’s always much appreciated :3 Hope you take care and get to have a happy November in general!

(+2)

You were electrocuted!!!! Are you okay?!

I'm so glad you shared all of this! And I'm so glad you shared your game too! You and the team worked so hard on it and it showed!

I'm really appreciating the honesty here. I've felt a lot of what you've mentioned but feel too shy to talk about it so to see that other creators were having a tough time too really helps me find some balance.

Tunnel Vision is an excellent game and it stayed with me throughout the spooky season. Some of the themes were horrifying to me (in a good way) and hit hard. The story, the sound design, visuals, the presentation and immersive OST were incredible. The workload you took on was immense and you still managed to create so much in just a month... and it was damn great! 

I wanted to reach out and let you know that your game mattered a lot to me and it was one of the strongest games in the jam. It was polished, designed well, everything worked and the narrative was frightening and fascinating. Perfect elements for a spooky visual novel jam.

Also thanks for sharing what you know about the judging. I never really knew how it worked. I can see there are flaws to the formula there.

Please keep making your wonderful creations! I'm rooting for you and can't wait to see what you make!

(+1)

I put that in there thinking that if anyone actually did read through the post, they would most likely not see that last bonus stat xD Other than a small scar on my lip from the convulsions where I was essentially biting myself, I’m all good from that experience, haha. Technically brought it on myself since I chose to be there and also chose not to utter the safe word despite the pain xD It was part of the fun and madness of a scare event I went to. Everything is done very safely and professionally. I’m just a stubborn idiot who would rather take the pain than give in and use safe words at stuff like that x3 

I have a habit of talking (probably too much) about my mental health and feelings, haha. Sometimes I find that it helps though just to get things written down rather than letting them stew in my head, whether that’s through talking to other people about their experiences or writing a post like this. Once it’s actually out of my mind, that in itself helps it feel less awful x3 Otherwise it’s just stuck in my brain tormenting me.

Part of me was relieved to hear that others felt similarly this year, but at the same time, it was also quite saddening because I wouldn’t want other people to feel that crappy at a time when we should all be celebrating what we managed to achieve >.<

That means a lot regarding Tunnel Vision, and I can say the same about both Truly Sublime last year, and Travel Devil this year. I can’t quite put my finger on exactly what it is that I love so much about the games you guys make, but I find your tales really compelling and enjoyable :3 They’re like a breath of fresh air somehow. I read a lot of stuff, and listen to a fair few audiobooks too, and often find myself bored even though in theory, I should like what I’m reading or listening to based on the content. Your games are extremely special to me because I get lost in them and end up enjoying every single moment! I don’t often feel that way about games these days even though I used to years ago.

I could be wrong with some of my guesses about judging >.< but it’s the best I could divine from everything I’ve seen spoken about on the Discord server and from the big post-judging writeups that some of the judges posted. I think the main issue is too many games, not enough judges or time >.<

I’m rooting for you too! Anything you guys make is bound to put a smile on my face, and I can’t wait to play your future projects! Heck, I need to check out your non-spooktober projects at some point too cos I’m pretty sure I’d love em :3

Take care and I hope the rest of 2023 is kind to you!

(+1)

First off I just want to say, thank you❤️

Thank you for doing what you do. For the things you have created and for sharing your creations with us.  

Thank you for being a kind and supportive person, offering advice and encouragement to everyone you encounter. Last year we played your spooktober entries and were blown away by the quality. We left a review and a nice comment and went on playing other games in the jam. We had only started making games then and literally knew noone and didn't expect anyone to play our game. Then you did. Your honest and kind feedback meant the world to us and give us that little boost of maybe we can do this. 

A year later and we're back again. First game on our play list.: Tunnel Vision. It was wonderful. The sound, the aesthetic, the writing, the characters, the actors... everything was so well done. 

We also entered another game this time with me (Robert) as writer rather than Doublefree. A few friends played it but otherwise nothing. You were the first other dev to play our game. Wow! Someone who made such a polished pro level game (and consistently does) took the time out of their day to play our silly little game. We were so happy. And the fact that you not only played it but enjoyed really gave us a new found hope and confidence that we can do this. Thank you so much for that.

Thank you also for sharing your opinions on the spooktober jam as a whole, it truly echoes my own feelings and inner struggles. 

We were hoping for a top half placement in the jam, and are proud to say that we achieved more than that in the people's vote. Then the judging came and we were honestly crushed. We had no delusions of winning but when they mention over 50 games and you're not among them, you start to doubt. Am I good enough? Can I even do this? Should I?

We were planning TD to be a multi episode game and for a while I doubted if we should. 

But then I looked at the games that were not mentioned and there were so many glaring omissions. Games that I felt should have won the whole thing, were not mentioned. So many in the popular vote were not mentioned. So many games of amazing quality (your game was one of these), that were head and shoulders above our little game, that were not included. It made me doubt the validity of the judging and the competition as a whole. Now I know that this is no fault of the judges, I'm just saying how it made me feel. It was soul destroying as you said others have felt this too.

We love doing jams and will most likely be doing it again next year but the organisers will need to look into how to make the judging more transparent and open to avoid the rise in anxiety and doubt amongst their entrants.

We are big fans of your work and hope you will continue to create as your talent can not be denied. I would also like to say it would be an honour to work with you in some capacity down the road! 

I hope that you continue your journey of healing and understanding and if you ever want to rant/vent/ramble or chat, our channels are always open for you. 

Sorry for this ramble of my own lol

Best wishes

Robert of Valhallions 

(+1)

Ah, man, you’re gonna end up making me cry x3 Thank YOU for all that you do too! 

I haven’t played everything you guys have made yet, but Truly Sublime was one of my absolute favourites from last year’s jam, so I was beyond excited to check out Travel Devil the second I saw it existed this year, and that wound up becoming one of my favourites this year, haha. You guys have such a great dynamic, and I thought it was really interesting that you switched writing roles this year. Both games were a hell of a lot of fun! I actually struggle to finish reading a lot of VNs these days because the stories and characters just don’t grip me enough to hold my interest until the end, but reading through both of your Spooktober games was an absolute delight :D And playing Travel Devil this year, man, I have never been so invested in seeing all endings and unlocking all CGs, and I stand by what I said in my comment that it’s totally worth it xD I won’t mention it cos you know what I’m referring to, but that moment, that CG, more than anything else I played this year put the biggest smile on my face x3

I’m gonna have to stop here though and give you a cheeky slap with a wet fish or something for a second because how dare you refer to Travel Devil as ‘our silly little game’ x3 Okay, sure, it’s silly in the sense of humour in parts, haha, but as a project, it’s extremely well polished and an all-around blast of an experience to play!! For me personally, based on how much I enjoyed Truly Sublime, Travel Devil was a priority play, and it didn’t disappoint <3 And I wish I was able to create something as polished and wonderful as Truly Sublime when I was starting out with game dev cos my first couple of games are a mess x3

I was also crushed to see Travel Devil absent from that judging list, along with many other brilliant games I played from the jam. Honestly, I think the only thing that stopped me falling into complete despair upon seeing that list was that at least Trashwing Crowchild was on it! Had that been missing too, I think I would have actually cried x3

I can’t speak for the whole of the team, but I can say for me personally, I was in the same boat that I had no delusions of winning, but yeah, it did feel pretty crushing to not make that big list. It felt like one giant leap backwards to have been mentioned in previous years and not this one. I know that it’s an achievement just to even finish and submit a project, but on a personal level, it felt like a failure rather than a success to submit something that didn’t get a mention this year. In a situation like that, regardless of your mental health, I feel like most people would begin to wonder what they did wrong and ask themselves why they couldn’t manage to meet the same standards as previous years in the eyes of the judges. Not having answers to those questions is difficult if you’re the sort of person who tries really hard to improve with each new project >.<

I wouldn’t say our game is head and shoulders above yours though x3 They’re very different games, but I don’t think that necessarily makes ours grander. It’s hypocritical of me to say it when I fail to do it for myself, but you should definitely give yourselves more credit!! x3

I felt the same though. Some of my absolute favourites from this year didn’t make that list, yours included, and as you say, I genuinely thought some of them were going to place in the top 3 and win a prize, but they didn’t even get a mention. That gave me some degree of comfort because it made me think that if they were missing from the list like our project, and yet I thought they were fantastic, maybe that means there wasn’t anything wrong with our project after all, and it’s more to do with the personal preferences of the judges or something, I dunno >.<

I really hope that you guys do end up taking part next year, but that if you do, you’re able to have a better experience than this year where you don’t have to go through the sorts of anxieties and stuff that you mentioned. Even if I don’t take part, I’ll be there waiting to play whatever you make :D And I also hope that you do end up expanding on Travel Devil because that would be an absolute delight ^-^ I’ll be behind you waving pompoms, haha. 

That really means a lot and right back at ya because I adore what you guys do! And it would be an incredible honour to have the opportunity to work with you guys too at some point in the future! Actually, I was thinking that before Spooktober even started this year, but I was too afraid to even reach out and mention it x3

I’m not sure how much help I’d be if we were to ever team up cos you guys have already got writing covered fantastically, and same with art (not that I could even begin to help on the art side of things when I can’t draw to save my life x3), I guess music could be an option, but thinking about Travel Devil, there is no way on earth I could possibly have created tracks that fit the game better than what you chose for the project! I don’t have much experience with Audionautix, but Kevin MacLeod is a music God x3 If you guys wanted to include VA, I’d be happy to attempt casting and VA direction or something. But yeah, you guys have got everything covered between you! If there was somewhere I could squeeze into though, it would be brilliant to work with you in some capacity on something :3

Thank you again for everything :3 And you definitely don’t need to apologise for the ramble, hehe. Good luck with everything you put your mind to + all the best in general ^-^

Thank you so much❤️ Im so flattered and happy you thought so highly of our spooktober games❤️😁 

Wow you were thinking of approaching us???? Oh my gosh thats such a compliment 😳 although i dont know if we could have came close to the quality your team achieved this year, great work everybody! But no need to ever worry a bout being afraid of asking. If we can ever help we will. 

TD is continuing, hoping for episode 2 to drop by Easter, maybe, but we're taking our time with it as we've a few other projects on the go atm. 

Would definitely love to colab with you on something next year if we can.  As im sure that if we all put our heads together something will start to take shape. Might be fun😁

All the best and take care of yourself!

(+2)

Wow, just... wow!

The amount of work you lot put into it, specially you, is insane. I can't say I'm surprised, the game was huge for an entry made in one month. Again, congratulations on it!

It's nice to read other people's process and struggles, I'm sure we'd all wish that there wasn't that many struggles, but heck, we all know the truth xD I feel very identified with many of the problems you went through with this, SPECIALLY, the programming part. That thing is bad for health, for real. Let's all just stick to make music, we'll be happier xD

I do share many of your concerns on the health department, and was very sad to read some people feeling down after the jam ended. I tried to cheer everyone I saw up, as I did felt that last year as well, let's say, I had some more experience on the failing spooktober area xD But again, if you published a game, YOU DIDN'T FAIL. You won, you won your own battle, which is, in the end, the only important one. And heck, so many people ends up enjoying what you did, maybe they won't comment about it, but they sure do play anyways. 

As for your own health, I do hope you find a better way to work without hurting yourself, and that goes for you, me, and many others. Still, you do amazing games, and hope you find any way to keep on doing it, in a less stressful way, among other things!

Also, from a fellow musician, the music was awesome. Keep it up!

Alsox2, I really like rambly text, so as the song says, Ramble on ♫ xD

(+1)

Haha, yeeeah, tbh, I can’t tell anymore if it’s a good thing or a bad thing to work like that! Cos I mean, from what I can tell, a lot of teams work crazy hard during jams, especially spooktober (your team included :P) x3 And when discussing it with my therapist, she was both impressed and disturbed at the amount of work hours people put into these things xD She said it’s admirable but also unhealthy, and that it seems as though we’ve been infected by hustle culture. I dunno if that’s ever gonna go away or just get worse >.<

Programming can definitely get in the bin x3 And sticking to music would absolutely make me happier xD In fact, music is the one thing that I can fall back on when I feel like I can’t do anything else, haha. Unlike writing, which I find really hard most of the time, music always just feels like a break and a joy. If I'm feeling down, it's like a sanctuary that helps me feel a little better. It’s fun all of the time for me, unlike some other aspects of game dev x3 If a witch put a curse on me so that I could only ever work on one role of game dev for the rest of my life, but I could choose what role that could be, I’d pick music, haha.

You’re such a sweetheart for taking the time to cheer people up and lift everyone’s spirits :3 You’re absolutely right too because everyone who made a game did something incredible! Something that many people wish they could do but never manage to accomplish. Yet us crazy bunch went and did it in the space of a month xD

That’s very kind of you to say regarding health. I also really hope that all of us can find ways to work healthier in the future :3 It’s kind of funny that we’re able to be so compassionate towards others and yet somehow wind up failing to show that same level of compassion to ourselves >.< All we can do is try to keep working on it I guess!

Thank you for being so kind! And let me just say again how much happiness it brought me playing through Freak The Town <3 You guys are such an amazingly talented bunch. If you end up making something for next year’s Spooktober, you can bet I’ll be ridiculously excited to play x3 And I can’t even tell you how overjoyed I was to see not just one, but two best voice actor nominations for Freak The Town :3 I never actually got around to playing Long Time No See, so I’ve yet to experience the VA in that, and while I hoped one of the VAs I worked with this year might be in for a shout, if I had to pretend they weren’t in the mix, I was pretty convinced that Lauren Kong as Phoebe would take it this year! 

That really means a lot about the music too btw! I think because I have no actual education when it comes to music, I really struggle to tell whether I’m improving over time or not. I think I’m doing better than when I started trying to make OSTs, but that’s about as much as I can figure out, haha. I believe it when people say they like the tracks I’ve made, but I still question whether there are aspects I could’ve done better on. I got into it by messing around, like pretty much everything else to do with game dev xD And because I have no knowledge beyond what I’ve gathered by fiddling with things, I can’t help but feel like an impostor a lot of time since I don’t really know what I’m doing in comparison to others who have actually studied some of this stuff x3 Even being called a fellow musician means more to me than I can put into words cos I can’t even bring myself to refer to myself as a musician when I don’t feel as though I’ve earned it >.< So yeah, it’s just really nice to know from someone else who’s working on the same sort of thing that I'm actually doing something right, haha.

Hope you get to have a fabulous rest of the year!! Keep on being awesome ^-^

(1 edit) (+2)

I quite enjoyed Tunnel Vision and its meta commentary, so I'm sorry to hear that the jam has been so stressful for you and others. Thank you for making these kinds of fun games and please take care of yourself! 

(+3)

Well, it makes me really happy to hear you enjoyed it :3 Especially since, as LPB recently reminded me, not everyone likes meta elements in stuff, haha. Heck, when I see it in things, sometimes I love it, and other times I just find it cringy and irritating x3 So I did wonder whether or not it might fall into the realm of cringy or irritating when I tried to give it a go in this project! 

I mean, despite the stress, it was still a blast to work on the project, and now that I've had time to distance myself from the aftermath, I can view it in a positive light again.

When we managed to get it all together and submit it, I was overjoyed and so proud of everyone for making it. And when postive comments from players and fellow devs started to show up on the page, I was over the moon and super grateful to have had the opportunity to make something for the jam in general.

I just wasn't expecting to be blindsided by an issue I didn't even really know I had x3 I'm so glad I happened to be seeing a professional at the time who could help me understand that it was an actual thing with a name! I'd literally never heard anyone ever mention RSD before >.<

It also doesn't help that while it was suggested I was on the autistic spectrum around 5 years ago, I only got an actual diagnosis in October this year. In all that time, I was told I pretty much was, but that I had to wait for an official diagnosis appointment before I could get any help or advice. So in all that time, I was cautious about looking into stuff to do with ASD too much on the tiny chance they'd say I wasn't autistic after all whenever the diagnosis appointment did come >.<

Now that it's actually confirmed that I'm on the autistic spectrum, I'm in this strange sorta situation where it's like I'm learning how to actually be myself for the first time in my life even though I'm an adult x3 I'm definitely learning a lot!

There was a point where my emotions were just so overwhelming that I was afraid I'd never get past the hurt. So I'm extremely relieved to have come through it and back to the point where I can just be happy we managed to make a game again :3

I just hope that anyone else who had a hard time with the judging is able to get out of the negative headspace and see the light cos there were so many great games in the jam and so many incredible creators! 

Thank you for playing, for your kind words, and for reading this long ol' ramble too x3 I really thought that with it being so long, no one would actually read it, haha. I hope you have a happy rest of the year filled with good times and tasty treats :3