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It Came From the Molyjam: Secret Dad

When Cody and Kari Clark realized they no longer had any programmers, there were two options: give up or figure it out. They figured it out.

No Caption Provided

This is the second of three stories about my time at the Molyjam. Yesterday, you read about the one man army that is Juan Rubio, who created Bowl or Die! solo. Tomorrow, learn what Peter Molyneux thinks about...well, all of this.

--

Not everyone is Juan Rubio, a veritable swiss army knife of game development. When husband and wife collaborators Cody and Kari Clark showed up to What Would Molydeux? (aka the Molyjam) just a few weeks ago, Kari’s artistic chops and Cody’s design concepts were not enough to complete a game all on their own.

So, they found programmers. Two programmers, actually. Their names don’t matter, as both left the newly formed ensemble by Saturday morning. The Clarks found themselves without anyone to code their ideas into reality.

By then, just about everyone else at the jam had found a home. Cody hopped into the San Francisco Molyjam livestream chatroom desperately looking for programmers, and I tried to help over Twitter. There were no bites.

“This is what we call our panic moment,” said Cody. “Our first response was to go back to sleep.”

Kari couldn’t sleep. She rolled over, and tried to motivate Cody into action.

“I said, ‘Come on. Get up. We've got work to do!’” she said.

You have Cody to blame for the excessive amount of puns during Molyjam presentations.
You have Cody to blame for the excessive amount of puns during Molyjam presentations.

Getting out of bed is the easy part. Soon, they were faced with the harsh realization that Molyjam’s first night, which many teams spent implementing their design ideas in a very basic form, was gone. Perhaps more importantly, neither of them had actually made a game before--that was the point of participating in Molyjam. Their sum total of time with development software amounted to zero.

Cody's a quality assurance manager for a mobile and web games company in Oakland, California, and had mulled over which tweet made the most sense at work the day before.

He eventually settled on the following piece of total insanity, which he'd codenamed The Mrs. Doubtfire game for a bit:

“Imagine if you had to secretly support your family via complex ventilation passages in your large industrial home?”

The name they settled on is incredible, too: Secret Dad.

Cody and Kari, married just over a year, had no hesitation about partnering up.

“I mean, sure, there was always the chance we could end up bickering about something,” said Cody, “but the whole event promised to be something really laid back and I didn't see that being a possibility.”

The next 36 hours would prove stressful and challenging, and alternatives were considered. The prospect of driving back into San Francisco and finding a team for Kari to work on made sense. While the design boat may have sailed for Cody, at least Kari could get some experience, one of the original reasons for participating in the jam.

Instead, Cody poked around some more, asked others for advice, and eventually settled on GameSalad, a middleware software specifically targeted at game designers without any programming experience. While Cody downloaded and installed GameSalad, Kari had booted up Adobe Illustrator and was drawing away.

Once GameSalad was ready and Cody saw the interface appear, there was not a sense of relief.

“I'm thinking ‘What is this I don't even.’” he said. “I put the deadline out of my head almost immediately. I knew if I didn't have anything playable, I just wouldn't present. But the thing that kept me driven was aiming for something that I could show people. I wanted to be able to say that we overcame the odds.”

Two hours of experimentation, Google searches and YouTube tutorials later, stuff was on-screen. It wasn’t much, and it was pretty crude, but compared to staying bummed out and staying in bed, it was huge.

“Even if we didn't finish anything, I didn't want to throw in the towel and walk away,” said Kari.

This is the basic but playable version of Secret Dad that Cody and Kari showed at the Molyjam.
This is the basic but playable version of Secret Dad that Cody and Kari showed at the Molyjam.

But Secret Dad didn’t have a crucial ingredient: gameplay. There was an overhead map, characters drawn by Kari, collision detection, a bit of animation, and a single object to interact with. Even as it became clear there wouldn’t be much to Secret Dad when the deadline rolled around on Sunday, it didn’t matter.

“There wasn't much fear of failure for us,” said Cody, “because we were just having fun with the struggle.”

Some teams worked offsite for the Molyjam, but that wasn’t the norm. Most worked together while the CBS building was open, then shuffled to a local’s apartment. Cody and Kari had been working from home all of Saturday, but made the decision to come back into San Francisco on Sunday.

Being around everyone, as the whole room crunched towards the deadline, proved very motivating, even if Kari’s contributions to the project were now over, and all the pressure went over to Cody.

While Cody finished work on the game, Kari drummed up this terrific sketch of the game jam.
While Cody finished work on the game, Kari drummed up this terrific sketch of the game jam.

The goal for Sunday was to give Secret Dad a mechanic, the game’s basic stealth gameplay.

Work continued as the day pressed on. The submission deadline was pushed from 7:00 p.m. until 7:30 p.m., but even after 7:30 came and went, Cody kept working. At 8:00 p.m., when presentations began, he finally turned off GameSalad. The moment was here.

Near the end, almost three hours in, it’s Cody and Kari’s turn. Unfortunately, the archive of the very end got cut off and I’m still tracking down footage of them. It exists, I’m just waiting to get it.

“I was trying to stay calm and not be nervous,” said Cody, “but I knew at that moment that the most important thing was going to be explaining our situation to everyone.”

Some of the biggest applause of the evening was saved for them, as they recounted their sordid tale. The response was deafening.

“I was thinking to myself, ‘We DID it! We really did it!’” said Kari. “And it didn't suck, and everyone seemed to enjoy our effort, and I am so proud I can't even believe we did this on our own.”

Mission accomplished.

And like yesterday’s Bowl or Die!, the amazing thing is that you can download Secret Dad right now.

Patrick Klepek on Google+

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patrickklepek

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Edited By patrickklepek
No Caption Provided

This is the second of three stories about my time at the Molyjam. Yesterday, you read about the one man army that is Juan Rubio, who created Bowl or Die! solo. Tomorrow, learn what Peter Molyneux thinks about...well, all of this.

--

Not everyone is Juan Rubio, a veritable swiss army knife of game development. When husband and wife collaborators Cody and Kari Clark showed up to What Would Molydeux? (aka the Molyjam) just a few weeks ago, Kari’s artistic chops and Cody’s design concepts were not enough to complete a game all on their own.

So, they found programmers. Two programmers, actually. Their names don’t matter, as both left the newly formed ensemble by Saturday morning. The Clarks found themselves without anyone to code their ideas into reality.

By then, just about everyone else at the jam had found a home. Cody hopped into the San Francisco Molyjam livestream chatroom desperately looking for programmers, and I tried to help over Twitter. There were no bites.

“This is what we call our panic moment,” said Cody. “Our first response was to go back to sleep.”

Kari couldn’t sleep. She rolled over, and tried to motivate Cody into action.

“I said, ‘Come on. Get up. We've got work to do!’” she said.

You have Cody to blame for the excessive amount of puns during Molyjam presentations.
You have Cody to blame for the excessive amount of puns during Molyjam presentations.

Getting out of bed is the easy part. Soon, they were faced with the harsh realization that Molyjam’s first night, which many teams spent implementing their design ideas in a very basic form, was gone. Perhaps more importantly, neither of them had actually made a game before--that was the point of participating in Molyjam. Their sum total of time with development software amounted to zero.

Cody's a quality assurance manager for a mobile and web games company in Oakland, California, and had mulled over which tweet made the most sense at work the day before.

He eventually settled on the following piece of total insanity, which he'd codenamed The Mrs. Doubtfire game for a bit:

“Imagine if you had to secretly support your family via complex ventilation passages in your large industrial home?”

The name they settled on is incredible, too: Secret Dad.

Cody and Kari, married just over a year, had no hesitation about partnering up.

“I mean, sure, there was always the chance we could end up bickering about something,” said Cody, “but the whole event promised to be something really laid back and I didn't see that being a possibility.”

The next 36 hours would prove stressful and challenging, and alternatives were considered. The prospect of driving back into San Francisco and finding a team for Kari to work on made sense. While the design boat may have sailed for Cody, at least Kari could get some experience, one of the original reasons for participating in the jam.

Instead, Cody poked around some more, asked others for advice, and eventually settled on GameSalad, a middleware software specifically targeted at game designers without any programming experience. While Cody downloaded and installed GameSalad, Kari had booted up Adobe Illustrator and was drawing away.

Once GameSalad was ready and Cody saw the interface appear, there was not a sense of relief.

“I'm thinking ‘What is this I don't even.’” he said. “I put the deadline out of my head almost immediately. I knew if I didn't have anything playable, I just wouldn't present. But the thing that kept me driven was aiming for something that I could show people. I wanted to be able to say that we overcame the odds.”

Two hours of experimentation, Google searches and YouTube tutorials later, stuff was on-screen. It wasn’t much, and it was pretty crude, but compared to staying bummed out and staying in bed, it was huge.

“Even if we didn't finish anything, I didn't want to throw in the towel and walk away,” said Kari.

This is the basic but playable version of Secret Dad that Cody and Kari showed at the Molyjam.
This is the basic but playable version of Secret Dad that Cody and Kari showed at the Molyjam.

But Secret Dad didn’t have a crucial ingredient: gameplay. There was an overhead map, characters drawn by Kari, collision detection, a bit of animation, and a single object to interact with. Even as it became clear there wouldn’t be much to Secret Dad when the deadline rolled around on Sunday, it didn’t matter.

“There wasn't much fear of failure for us,” said Cody, “because we were just having fun with the struggle.”

Some teams worked offsite for the Molyjam, but that wasn’t the norm. Most worked together while the CBS building was open, then shuffled to a local’s apartment. Cody and Kari had been working from home all of Saturday, but made the decision to come back into San Francisco on Sunday.

Being around everyone, as the whole room crunched towards the deadline, proved very motivating, even if Kari’s contributions to the project were now over, and all the pressure went over to Cody.

While Cody finished work on the game, Kari drummed up this terrific sketch of the game jam.
While Cody finished work on the game, Kari drummed up this terrific sketch of the game jam.

The goal for Sunday was to give Secret Dad a mechanic, the game’s basic stealth gameplay.

Work continued as the day pressed on. The submission deadline was pushed from 7:00 p.m. until 7:30 p.m., but even after 7:30 came and went, Cody kept working. At 8:00 p.m., when presentations began, he finally turned off GameSalad. The moment was here.

Near the end, almost three hours in, it’s Cody and Kari’s turn. Unfortunately, the archive of the very end got cut off and I’m still tracking down footage of them. It exists, I’m just waiting to get it.

“I was trying to stay calm and not be nervous,” said Cody, “but I knew at that moment that the most important thing was going to be explaining our situation to everyone.”

Some of the biggest applause of the evening was saved for them, as they recounted their sordid tale. The response was deafening.

“I was thinking to myself, ‘We DID it! We really did it!’” said Kari. “And it didn't suck, and everyone seemed to enjoy our effort, and I am so proud I can't even believe we did this on our own.”

Mission accomplished.

And like yesterday’s Bowl or Die!, the amazing thing is that you can download Secret Dad right now.

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MatthewTheBeast

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Going to try this right now.

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audiosnow

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Edited By audiosnow

I'm going to not read the article and instead assume that Secret Dad is some alternate form of secret families.

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dr_ryan

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that is so cool that they did this. good job.

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StarvingGamer

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Edited By StarvingGamer

Good read.

Also

said:

"Cody's a quality assurance manager for a mobile and web games company in Oakland, California, and had mulled over which tweet made the most sent at work the day before."

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BeachThunder

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Edited By BeachThunder

Is it Cody or Codi?

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probablytuna

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Can't wait to check this out, GG.

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deactivated-64b6a5184ef33

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That atmosphere and the level of support that was shown to these guys during presentations was --without intention of hyperbole-- overwhelming. The fact that they stuck it through and did their best to just enjoy the weekend and get something done, says so much about both the two individuals and the feel of the jam itself. The raucous whoops and laughter of appreciative co-jammers made me feel joyously positive about the whole event --and i wasn't even there. It really was an emotionally powerful moment.

One of the most wonderful things is that in the few days that followed, the pair received a host of requests from game developers around the world asking to be allowed to work with Cody and Kari to help turn Secret Dad into a finished product. What a great little story!

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Edited By stinky

got an Arrested Development vibe

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geekbot

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Edited By geekbot

Any chance someone could explain to me how to run the game? All I can manage to do is open up a bunch of folders and find files that aren't executable. :/

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@StarvingGamer: Three original words typed. Two words complimentary. One conjunction. Zero sentences.

Four words emboldened to criticize someone who writes for a living.

Impressive.

Patrick, I enjoyed the article. Why so many people take it upon themselves to publicly, and in a negative way, belabor under the premise that they are your editor, I have no idea.

Thank you very much, Patrick, for telling the rest of us some positive news, rather than focusing on the negative aspects of what goes on around us. It's really nice to read these kinds of stories in an industry that's filled with bitching about endings, cancellations and firings coming down the pipe on a regular basis.

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Edited By stinky

@geekbot said:

Any chance someone could explain to me how to run the game? All I can manage to do is open up a bunch of folders and find files that aren't executable. :/

worked on my mac, .app

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Edited By geekbot

@stinky said:

@geekbot said:

Any chance someone could explain to me how to run the game? All I can manage to do is open up a bunch of folders and find files that aren't executable. :/

worked on my mac, .app

Is it Mac only? I'm on a PC.

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rjaylee

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Such a cool story.

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Edited By serverfull

Should be mentioned it is Mac Only.

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Edited By StarvingGamer

@celegorm_menegroth: Defensive much? Who says I'm criticizing? If I wrote an article that included a typo I'd fucking want to know so I could correct it. Fucksakes.

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deactivated-5f71e1dc474f5

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So cool.

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NipCrip66

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@StarvingGamer: that was my first thought too.

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Edited By JayCee

These stories have been great Patrick, thank you for sharing them. So wonderful to hear the personal stories that have emerged from the Molyjam and I am glad that the community gave them so much love for their hard work.

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Edited By slyin

@StarvingGamer: calm down princess

also,

good article.

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Edited By MrMazz

Been digging these stories out of MolyJam

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Loving these stories.

Also, this needs to forever stay on the front page so I can always 'Dig Deeper into Peter Molyneux.'

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Edited By patrickklepek

Guys, pointing out a typo is fine. I prefer it in PM, but a comment is okay, too. Chill!

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Nice story. Excited for Molyneux's input.

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Edited By vonFlampanker

I've been using GameSalad since Patrick mentioned it on the post-Molyjam Bombcast. It's a godsend for a guy like me: Game design in mind and an understanding of the overarching concepts of programming but missing the ability to get the syntax quite right. You can see it building loops and functions and if-statements without having to worry about every last semicolon and bracket.

It also illustrates the importance of a good title: "Secret Dad" is a flat-out winner.

Digging these stories quite a bit. This one's especially inspiring and I'm glad it turned out so well for them.

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Great stories. Much kudos for everyone who participated in this endeavor. I didn't expect any playable result tbh but I was proven wrong.

I can see this being an annual and growing thing. There is just so much creative "spirit" out there and Molyjam is a great outlet for this spirit. And it sounds hella fun ...despite it being a whole game development cycle condensed into three days, including crunch-time.

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"“I said, ‘Come on. Get up. We've got work to do!’” she said." I love this sentence.

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I thought you guys were going to do Quick Looks about these games. I don't wanna read a novel about them.

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Edited By napalm

@vinsanityv22 said:

I thought you guys were going to do Quick Looks about these games. I don't wanna read a novel about them.

Cool story, bro.

This story is truly inspiring.

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What was the name of them game where the tutorials came after gameplay?

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Love this story. I've always wanted to get into game design but I long since decided that it was far too complex for me to handle. Maybe not so much anymore, with enough time devoted to it.

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@Sveppi said:

What was the name of them game where the tutorials came after gameplay?

Nebulous Hero.

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@patrickklepek said:

Guys, pointing out a typo is fine. I prefer it in PM, but a comment is okay, too. Chill!

How about clicking on the spellcheck in Word? Or you know...reading your article before putting them up? It's not like you are writting a 1000 pages long book.

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@patrickklepek said:

@Sveppi said:

What was the name of them game where the tutorials came after gameplay?

Nebulous Hero.

Thanks a million, and keep up the great work :)

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@celegorm_menegroth said:

@StarvingGamer: Three original words typed. Two words complimentary. One conjunction. Zero sentences.

Four words emboldened to criticize someone who writes for a living.

Yo, it wouldn't be as much of a problem if he didn't do this nearly every article.

Proof reading Klepek, goddamnit.

But these stories are real good, tis a shame it seems there might only be three of them! I could go for more, that's for sure.

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That was a fun story. Thanks, Patrick.

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@Megasoum said:

@patrickklepek said:

Guys, pointing out a typo is fine. I prefer it in PM, but a comment is okay, too. Chill!

How about clicking on the spellcheck in Word? Or you know...reading your article before putting them up? It's not like you are writting a 1000 pages long book.

Jesus Christ man, stop being such a condescending dick. I'm sorry you're bitter and jaded at the world around you, but manifesting that teenage angst and lashing out over the internet over typos on a news article won't solve anything. All it does is just make you look even more pathetic. The delicious irony of it all is that there are nearly half a dozen grammatical mistakes in your three sentences alone that are complaining about there being grammatical mistakes.

Anyway Patrick, keep up the good work.

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porr

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Edited By porr

Good goin!

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deactivated-59123fe38ab28

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Will there be any word on the other competitions?

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Edited By megasoum

@Brighty said:

@Megasoum said:

@patrickklepek said:

Guys, pointing out a typo is fine. I prefer it in PM, but a comment is okay, too. Chill!

How about clicking on the spellcheck in Word? Or you know...reading your article before putting them up? It's not like you are writting a 1000 pages long book.

Jesus Christ man, stop being such a condescending dick. I'm sorry you're bitter and jaded at the world around you, but manifesting that teenage angst and lashing out over the internet over typos on a news article won't solve anything. All it does is just make you look even more pathetic. The delicious irony of it all is that there are nearly half a dozen grammatical mistakes in your three sentences alone that are complaining about there being grammatical mistakes.

Anyway Patrick, keep up the good work.

Wow really? lol... Who's condescending and "lashing out" here?

Did I do something to you in the past that I might have forgotten? I killed one of you puppy or something? Wow wtf...

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dannyodwyer

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Edited By dannyodwyer  Staff

Much respect to them both. The first time programming a game is so daunting, I can't imagine even trying to create something worthwhile in 48, let alone, 36 hours. Gratz!

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JNSK

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Edited By JNSK

cool

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Sharpless

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I swear, this is one of the most bitchy, ungrateful communities I've ever seen.

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@Brighty said:

@Megasoum said:

@patrickklepek said:

Guys, pointing out a typo is fine. I prefer it in PM, but a comment is okay, too. Chill!

How about clicking on the spellcheck in Word? Or you know...reading your article before putting them up? It's not like you are writting a 1000 pages long book.

Jesus Christ man, stop being such a condescending dick. I'm sorry you're bitter and jaded at the world around you, but manifesting that teenage angst and lashing out over the internet over typos on a news article won't solve anything. All it does is just make you look even more pathetic. The delicious irony of it all is that there are nearly half a dozen grammatical mistakes in your three sentences alone that are complaining about there being grammatical mistakes.

Anyway Patrick, keep up the good work.

It's his job. If we were paid to post comments then that would be different. We should not hold Patrick's writing to that of the writing on Giant Bomb comment posts.

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Edited By Phoenix87

I already played this games, but it was originally called "My Childhood". I always wondered where my dad was, but apparently he was just in the air vent all this time. Thanks Molyjam, now I can stop crying myself to sleep every night.

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Gee_rad

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Edited By Gee_rad

@Megasoum said:

@Brighty said:

@Megasoum said:

How about clicking on the spellcheck in Word? Or you know...reading your article before putting them up? It's not like you are writting a 1000 pages long book.

Jesus Christ man, stop being such a condescending dick. I'm sorry you're bitter and jaded at the world around you, but manifesting that teenage angst and lashing out over the internet over typos on a news article won't solve anything. All it does is just make you look even more pathetic. The delicious irony of it all is that there are nearly half a dozen grammatical mistakes in your three sentences alone that are complaining about there being grammatical mistakes.

Anyway Patrick, keep up the good work.

Wow really? lol... Who's condescending and "lashing out" here?

Did I do something to you in the past that I might have forgotten? I killed one of you puppy or something? Wow wtf...

Dear Megasoum,

I respectfully request that you stop being such a jerk. Thank you.

Yours truly,

Gee_rad

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kmg90

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Edited By kmg90

Here is a link to the live demo

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Y2Ken

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Edited By Y2Ken

These are pretty damn inspiring.

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beard_of_zeus

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Edited By beard_of_zeus

Their experience sounds stressful as fuck. Honestly, the whole game jam experience seems incredibly stressful. I already have a tough enough time getting programming done on far more lenient schedules than a couple days.
 
Mad props to these two for being able to put a game together like this, hopefully they are very proud of themselves (as they should be!).

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Kovski

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Edited By Kovski

I think the whole MolyJam would have been hundred times awesomer, if they didn't have had to make simple games out of the ideas, because in those 48h or whatever it took most games is bounded to end up way to simple for the awesome ideas and creativity that is behind the project itself. Like I would have been totally fine if these too just made a really awesome pitch. Because in the end isn't it more true to the Molyneux spirit to showcase awesome ideas without actually any finished gameplay?

With that said, I love every tiny bit of MolyJam and what game jams do, even if the games themselves are not much of games and some are barely playable, they still showcase lots of ideas, creativity and potential!