Lessons from Global Game Jam 2025
Last weekend, I took part in the Global Game Jam 2025, diving into 48 hours of creativity, problem-solving, and game development. This year’s theme, bubbles, inspired me to create HashtagLove, a game that explores social media echo chambers and algorithm-driven interactions. It was also my first time doing the jam solo, which led to some interesting challenges and insights. After finishing to read, check out the product at https://thenerdautomaton.itch.io/hashtaglove

From Vision to Reality: The Game I Set Out to Make vs. The Game I Finished
Initially, I had a much bigger idea in mind: a dating sim where players crafted social media posts, gained followers, and engaged in private messaging to develop relationships. But as the jam progressed, I followed the fun and pivoted toward a more focused mechanic—simply liking posts. Instead of forcing the broader concept, I built a polished, narrative-driven game around this one core interaction.

In hindsight, this was the right choice. In past jams, I’ve ended up with games that had more content but less polish. This time, I cut features early enough that I could spend Sunday refining what I had, leading to a smoother, more cohesive final product—and even a relaxed submission process (a rare jam experience!).
The Challenges of Solo Development
Going solo had its pros and cons. On one hand, I had complete creative control and could move fast without debates or compromises. On the other hand, I lacked the outside perspective that helps filter out overambitious ideas early on.
A turning point came on Saturday evening when a fellow jammer gave me feedback. I realized that my original scope was too large, and thanks to their input, I cut the dating sim aspect and doubled down on the “like” mechanic. This was a moment of “killing my darlings” and embracing the reality of a game jam: not every idea fits in 48 hours.
Technical Takeaways: Godot 4 & GDScript
This was my first time using Godot 4 for a full project, and while I love the engine, I ran into some unexpected learning curves. Many online resources still reference Godot 3, which led to confusion and wasted time searching for answers. Eventually, another jammer helped me debug an issue, proving that sometimes, a five-minute discussion beats an hour of Google searches.

I also used GDScript, but found its loose typing frustrating. Despite working with TypeScript daily, the flexibility felt more like a drawback than a benefit. Next time, I’ll probably switch to C#, which aligns more with my coding style and makes debugging easier.
The Social Side of a Solo Jam
Even though I worked alone, I wasn’t isolated. I sat near another team, and we kept the energy up with chats, jokes, and shared frustrations. I also asked other participants and friends over the weekend to help me by adding tweets as content to the game, and some made hilarious texts that I happily added. This balance—having personal focus time while still being part of a social environment—made the experience much more enjoyable.

I had an interesting conversation with a late-joining jammer about my game. While they were helpful in refining my scope, I got the feeling that my idea—or the way I explained it—was a bit overwhelming for someone coming in fresh. They ultimately joined a different team, which might have been because the social media theme didn’t really resonate with them. It made me wonder: how much of that was the topic itself, and how much was how I presented it? While I don’t think every game needs to appeal to everyone, this experience reminded me that framing an idea clearly and concisely can help spark better discussions—whether in a jam or beyond.
Looking Ahead: Back to Team Jamming
While this solo experience was valuable, my favorite jams have been the ones with a strong artistic aspect—like my previous project, QubistQropQuest, a one-button game inspired by Mondrian paintings. I enjoy making sure a project is cohesive and aesthetically unified, and I think that’s easier to achieve in a small, focused team.
Next time, I’ll be looking to jam with people I already know, balancing creativity with collaboration. And who knows—maybe I’ll finally make that dating sim after all!
Please consider playing the game on itch io and thanks for reading https://thenerdautomaton.itch.io/hashtaglove



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