The submission deadline for the js13kGames 2017 competition was September 13th, but it took almost half a year to finish that edition and be able to write a post mortem.
Let’s look at the js13kGames 2017 competition from the perspective of those few months that already passed, see why this one was special, and why it have to change.
Last month’s report will be about… yeah, the exact same thing as the previous couple of months: js13kGames. At least this time I have a few resources and blog posts to share.
Remember 97,3% of the last monthly report for June was about js13kGames? Well guess what – it’s similar this month too. The amount of preparations needed is insane for a single person, I didn’t even have the time to post anything for the past month.
The fifth edition of the js13kGames competition ended a month ago already, winners were announced, but I’m still getting all the things sorted, including the prizes and t-shirts. In the meantime, here’s something about the winning entry.
We have 127 success stories this year – that’s the number of entries submitted in 2016. Finishing a game is not an easy task, even more with given constraints of size and time, that’s why I appreciate every single one submitted for the js13kGames competition.
It’s the fifth edition of the yearly, month-long online competition for HTML5 game developers, and I hope it will keep the tradition of being bigger and better than the previous ones.
The next, fourth edition of the js13kGames competition just started – you have a whole month to create an HTML5 game in only 13 kilobytes.
The js13kGames competition ended, winners have been announced, so it’s high time to wrap it up and summarize all the things. It was a lot of work, way more than I anticipated, but at the end I think it succeeded and I’m quite happy about the results.