We’re entering the Bad Ideas Game Jam 2026.
The theme drops March 1st. From there, the clock runs.
Why We’re Doing This
Mostly because it’s fun.
But also because repetition builds competence.
This is the first jam where we’re not starting from zero experience. We’ve already shipped one. We understand the time pressure. We know how quickly scope expands if left unchecked.
This time, we want to be more deliberate.
Approach
Game jams compress the full development cycle into something measurable:
- Decide quickly
- Prototype immediately
- Cut aggressively
- Finish anyway
We’ll most likely use Godot again. Not out of habit — but because familiarity increases velocity. In a constrained environment, speed of execution matters more than experimentation with tools.
Team structure may shift slightly this round. Nothing finalized yet. Adaptability is part of the process.
What Success Looks Like
Not scale.
Not feature count.
A focused mechanic.
A playable build early.
A game that feels intentional — even if the idea itself is objectively terrible.
Theme reveal is March 1st.
That’s when the real decisions begin.