Squirveillance, and why people are not finishing our game

In a team of four, we created Squirveillance over a period of 30 days. We worked in our spare time, with different members being available at different times.

To start on a positive note, we have A LOT to be proud of.

We can all certainly claim that we finished making a game (which is never a given during a jam).

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First game jam reflections

Let me start off by saying that, at this point in my life, I have not ever finished any serious attempt at making a video game. There have been attempts – creative exercises – here and there, at home and at uni. Since then, a whole lot of life happened, and it has become clear to me that I needed to give those old passions a nudge. To create the right conditions for growth, I needed to tap into my creative energy through a short novel project, with a quick turnaround and limited time for analysis.

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