The following is a photo story of the 48 hour London Game Jam that took place Nov 24 - 26, 2017. It was a fantastic event and many developers from all across Ontario showed up to participate. The team sizes varied from 6 to 1, and there was additional help in the sound & modeling departments. The theme of jam was "Where we're going, we don't need roads". Some teams decided to go 3D, some 2D, some single player, some multiplayer.

Watch for underlined words. They are links that will take you to a closer view of the work.

 
Neighbouring teams Splomb (left) and Jamboni (right) sitting on either side of the entrance.

Neighbouring teams Splomb (left) and Jamboni (right) sitting on either side of the entrance.

 
Team "Splomb" getting set up for the weekend.

Team "Splomb" getting set up for the weekend.

Aaron, Brock, Luke, and Utkarsh (left to right) discussing their game "Splomb".

Aaron, Brock, Luke, and Utkarsh (left to right) discussing their game "Splomb".

Luke working on  the main character.

Luke working on the main character.

Aaron & Brock watching as Utkarsh playtests their game.

Aaron & Brock watching as Utkarsh playtests their game.

Luke getting some help coding, Aaron and Brock discussing the game

Luke getting some help coding, Aaron and Brock discussing the game

 
Team Jamboni hard at work.

Team Jamboni hard at work.

Anything for views.

Anything for views.

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Team "Path of the Outcast". Ben, Emily, Scott, and Harley.

Team "Path of the Outcast". Ben, Emily, Scott, and Harley.

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Scott playtesting in Unity.

Scott playtesting in Unity.

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Team "Floofer Rescue".

Team "Floofer Rescue".

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Team "The Trip Through Time".

Team "The Trip Through Time".

 
Team "N-SETSM".

Team "N-SETSM".

 
Matt Hobbs working on his character in " Where we are going ".

Matt Hobbs working on his character in "Where we are going".

 
Salvatore Grosso doing an early playtest of our game " Have Hope "

Salvatore Grosso doing an early playtest of our game "Have Hope"

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Connor Grail  working on music.

Connor Grail working on music.

Connor was quick to collaborate with every group he worked with and iterate on the music.

Connor was quick to collaborate with every group he worked with and iterate on the music.

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Salvatore (bottom left) making some last minute changes as team "Splomb" (top left) gets ready to present.

Salvatore (bottom left) making some last minute changes as team "Splomb" (top left) gets ready to present.

Utkarsh making last minute changes to the code of "Splomb".

Utkarsh making last minute changes to the code of "Splomb".

 
Groups gathering to present their games.

Groups gathering to present their games.

*Special mention to team "Third Person Rooftop Combat Thing.Exe" and "Escape from Trash Planet". I didn't manage to get a photo of you working on your game, sorry!      These games were all an amazing example of the work that can be done in 48 hours. There was so much creativity and style in everyone's games and I bet everyone learned a thing or two along the way. On Sunday night around 6:30 everyone was ready for presentations. They all went very well, and I'll try to sum up the games as best as I can.    "Jamboni's" is a Splatoon-esk multiplayer physics game in which you drive a Zamboni around the ice collecting snow (represented as a percentage), run into green and red buckets of water (green painting the ice your colour and red 'resetting' that section of ice), and bumping into other players.  "N - SETSM" is a 2D multiplayer action puzzler which introduced the mechanic of growing and shrinking your character to keep moving forward, all the while fighting your opponent off.  "Where We're Going" is a cute underwater 2.5D platformer physics puzzler that lets you spawn a fish bowl beside you to tackle obstacles.  "Slomb" is a multiplayer Bomberman Splatoon hybrid where you fight to maintain control over the map by placing bombs of paint that explode paint in 5x5 blocks on each axis.  "Floofer Rescue" is a 3D bullet hell with a charming aesthetic featuring dog vs cat aerial combat and a unique dog bark mechanic to call for aid.  "The Trip Through Time" is a 2.5D puzzle platformer where you must properly line up your shots to throw a ball into a hoop, and progress to the next level.  "Escape from Trash Planet" is a 2.5D magnet puzzle platformer with a unique control scheme which allows well thought-out puzzle design.  "Third Person Rooftop Combat Thing.Exe" is a 3D action platformer with swordplay and a unique dark aesthetic which focuses the attention on the weapons and particles.  "Path of the Outcast" is a 2D pixel action random generation survival game where you are traveling to a safe house and if you get too close to the roads, you'll be spotted by the villagers and chased down.  And of course, " Have Hope " is Salvatore and I's 2D pixel Geometry Wars-esk reflex game with a vision mechanic which slowly closes in. You must collect the light in order to maintain vision. When the light closes in, all you have are the red eyes of the enemies to aid your survival. You can play it now in browser & remember that it's best experienced with an Xbox controller. We have exciting plans for this game so stay tuned!

*Special mention to team "Third Person Rooftop Combat Thing.Exe" and "Escape from Trash Planet". I didn't manage to get a photo of you working on your game, sorry!

These games were all an amazing example of the work that can be done in 48 hours. There was so much creativity and style in everyone's games and I bet everyone learned a thing or two along the way. On Sunday night around 6:30 everyone was ready for presentations. They all went very well, and I'll try to sum up the games as best as I can.

"Jamboni's" is a Splatoon-esk multiplayer physics game in which you drive a Zamboni around the ice collecting snow (represented as a percentage), run into green and red buckets of water (green painting the ice your colour and red 'resetting' that section of ice), and bumping into other players.

"N - SETSM" is a 2D multiplayer action puzzler which introduced the mechanic of growing and shrinking your character to keep moving forward, all the while fighting your opponent off.

"Where We're Going" is a cute underwater 2.5D platformer physics puzzler that lets you spawn a fish bowl beside you to tackle obstacles.

"Slomb" is a multiplayer Bomberman Splatoon hybrid where you fight to maintain control over the map by placing bombs of paint that explode paint in 5x5 blocks on each axis.

"Floofer Rescue" is a 3D bullet hell with a charming aesthetic featuring dog vs cat aerial combat and a unique dog bark mechanic to call for aid.

"The Trip Through Time" is a 2.5D puzzle platformer where you must properly line up your shots to throw a ball into a hoop, and progress to the next level.

"Escape from Trash Planet" is a 2.5D magnet puzzle platformer with a unique control scheme which allows well thought-out puzzle design.

"Third Person Rooftop Combat Thing.Exe" is a 3D action platformer with swordplay and a unique dark aesthetic which focuses the attention on the weapons and particles.

"Path of the Outcast" is a 2D pixel action random generation survival game where you are traveling to a safe house and if you get too close to the roads, you'll be spotted by the villagers and chased down.

And of course, "Have Hope" is Salvatore and I's 2D pixel Geometry Wars-esk reflex game with a vision mechanic which slowly closes in. You must collect the light in order to maintain vision. When the light closes in, all you have are the red eyes of the enemies to aid your survival. You can play it now in browser & remember that it's best experienced with an Xbox controller. We have exciting plans for this game so stay tuned!

Below is a video of the reveal of the winners.

Congratulations to "Escape from Trash Planet" for winning best overall, and to "Path of the Outcast" for best theme. They were both very well executed games and I can see them evolving into something amazing on a bigger scale.  

It was a fantastic event so thank you to the LoJam/OJam staff and volunteers for making it all possible! 

 
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