The js13kGames 2022 competition is at full swing, and all the time and efforts are put into it right now.
It's that time of the year again - fully focusing on the js13kGames preparations. This didn't stop me from giving a talk at an in person event first time since the pandemic started two and a half years ago.
Last month marked the transition between wrapping up Gamedev.js Jam 2022 and beginning the serious preparations to js13kGames 2022, with a short visit to Amsterdam in the middle.
Work on both the Gamedev.js Jam and Gamedev.js Survey took most of May - with Jam winners being announced in the first week, Survey report published in the third week, and Jam prizes being distributed to the winners throughout the rest of the month.
About 90% of the time in April was spent on running Gamedev.js Jam 2022 with very little left for other things, so plans made a month ago are still valid for the one that already started.
Even though I dropped a few talk opportunities to focus on Gamedev.js Survey and Jam preparations, I still ended up attending a bunch of events and even speaking at some of them.
February's TL;DR? Being famous for a day, having multiple design brainstorming sessions, starting client work, and still trying to catch up on our own delayed projects.
We've spent January trying to catch up on things that were suppose to be finished last year already (mostly js13kGames-related), but got delayed by various reasons.
December is usually slower than previous months, and even though we tried working as usual, our daughter decided to break a record for the number of sick days she can have in a month, staying most of December away from kindergarten, which obviously didn't help with our productivity.
Last month was a weird one: we had a bunch of delays with our work and ultimately weren't able to finish planned tasks in time, got some bad news when we were counting on the good ones, but also got the awesome news faster than expected right after.