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Create free accounti teamed up with noah from blackphone prod and yen to make a game in 48 hours for the gmck gamejam 2020. i screen recorded the entirety of the gem for you and now i'm editing it down to a 15 minute video [Music] enjoy hi to you too oh hi yeah i think before the end of the day we should have the unity collab set up and you know a few good ideas uh or maybe i think the idea we want to work on in the morning tomorrow yeah yeah so our friday was spent on very important preparations very high focused work uh we we definitely didn't goof around or anything hey jonas you need to join in i'm never more famous
our preparations just became more and more intellectual oh maybe i can actually put the screen cap in the foreground oh it's working oh yeah it's working nice now you're drawing on top of me oh the gem starting in we are 45 with some very important stuff here actually this is crucial it's like this is what we call the warm up hi oh i just want some discord and i now see the jonas oh god [Music] if you're watching this video as soon as it goes out that means you have two days to make a game the theme is out of control out of control as ever that is entirely up to you with that we
finally had a reason to get to work god damn it this is supposed to be a game dev video so as you can see here we used miro for brainstorming ideas together the more people there are in your game jam team the more ideas there usually are which obviously makes it harder to agree on something perhaps you need to tame a giant beast self-control can we please make the town building game and then suddenly that monster is introduced that eats all of your uh buildings it's kind of like a constant battle against the beast we do that without the feature creep yeah the topic of the gem was definitely quite interesting like how do you take control away from the player without negatively impacting the enjoyment you can have with the game and of course feature creep man last game gem we did such a good job keeping feature creep under control this time i forgot all about it and uh the feature creep just went wild okay what if we make a kindergarten game and
the children are just completely out i like it i like it i like it i like it i like that even better than the zoo yeah like like over across the day uh more and more kids come in and you have to kind of like deal with their [ __ ] and the children all have unique little cracks like one of them just pukes all over the place one of them destroys all of your furniture oh my god that would be so fun hello i am alarming your automatic feature creep detection assistant i have detected slight amounts of feature creep and then every every time a new child appears a giant text appears on the screen with sound effect timmy arrives yeah we could even we could even randomize the kids increased amounts of features detected morning morning so like the lose state would be this too much chaos uh no i feel like we should definitely embrace the chaos and allow for a lot of chaos
like what other cool interactions could the kids have that you would happen to have oh i mean the the the list is endless i feel like the problem is more how do we keep the list short enough so we can actually do it we could we could go like let's let's do this actually i think that's kind of a good thing to do we could just compile a bunch of stuff ideas that we have and then just pick our favorites okay true okay let's do that my warnings have worked they've realized it one worry i have with the game is that it definitely feels like a very content driven game where i'm not sure how fun this would be yeah like the more we add the better it would be exactly yeah uh as we have determined already everything okay guys have fun i'm out of here so we pushed our warranty doubts aside and just got to it now the navigation system doesn't actually support 2d so instead we'll be using the a star
pathfinding project to quickly easily set up an enemy that will find the shortest path available to our player my first job was to implement pathfinding for the kids and as i had never done that before i had to look up a brackets tutorial now i got started on the art of course and yen got started on coding the player movement after an hour or two i finally had some children randomly roaming around the map was a bit trickier than expected because sometimes their children would pick unreachable target locations which would make them get stuck so i grabbed them with space yeah yes there you are oh god have you been talking and we haven't helped you because the mic didn't work oh man i've been talking and talking oh no oh oh yes my microphone was on mute okay yes i was saying very good i can grab the children it's all working nicely nice you can also control it with the controller by the way so wait do we split children into different parts then or
yes i think we should chop them up yeah next up i gave children some interaction points they can run to and interact with that way they are not always just randomly running around all the time in the meanwhile the other two implemented the arch and piece by piece everything was coming together next up i wrote a speech bubble system for the children so they could express themselves every interaction point got an icon and then in the speech bubbles the children could tell you which interaction point they're going to the right one is the candy point the left one is the pooping point and thanks the star is the current place holder for the roaming around there are some more issues we had to figure out of course like occlusions you can see here the players not properly covered by the tree the kids i already started to become quite confusing due to my spaghetti code oh another app by jonas child speech yeah they don't have speech bubbles anymore when roaming which actually looks a lot better game is certainly starting to look cool but yeah the sorting layer is
troublesome at that point the first day was slowly coming to its end which was troublesome because the game loop was not really up and running yet we couldn't really play the game yet so we had no idea if the game would even be any fun probably an indicator that our idea was a little bit too big what else we need to do to get the main gameplay loop up and running [Music] good question what is the main gameplay loop would be the follow-up question yeah i guess we'll have to figure that out back to the drawing board [Music] i really honestly don't know how to define it right now so [Music] i see the sorting order is good to go i've almost finished the have you heard have you heard anything that we've been saying uh no i just logged in right now oh uh well we've been talking to you the only thing we can call the game fun just yet or game or game or game
still making some decent progress on will you snail by the way you just try to reach the end of the level and i'll try to kill you it's a game where you go up against an interactive ai called squid whoever rules intelligence rules what can i say my laser placement is just way too good if you are interested head over to steam and hit that wishlist button helps the channel a lot thank you thank you the main challenge for the rest of the day was really just to make our game jam game somewhat fun and playable i'm sure adding also kids is kind of fun to look at but i'm not really sure what i'm doing here and actually it looks like the game really looks cool when there's tons of kids all over the place like it would look great a screenshot would look really entertaining and interesting but the with the gameplay lacking back to the drawing board we went as things were falling apart in our own hands
the prophecy said that the coat had to be delivered before the last sun ray after a while i finally got the fighting up and running which actually made the game a lot more interesting so now he had to calm down crying children and separate fighting children just added some camera movement and this progress bar at the top here so slowly things were coming together a little bit my first task of the day was to set up a simple score screen then i made sure the kids automatically leave the school when the day is over they were a bit stubborn at first and didn't want to leave but then eventually i got it working everybody's on the toilet all uploaded music goes in you can listen to the individual loops listen to the one that is labeled t5 it's the most fun one
okay it's coming up coming up okay let's listen to it ah beautiful oh my ears i hope the first one sounds nicer oh yes so jen was making music no i was making art and i was doing all kinds of small things like implementing the music we've had between five different music tracks so the music gets crazier and crazier the closer you are to the end of the day as we had a little bit of extra time we decided to give the children one additional interaction and that is playing with fire so the kids who want to play with fire show a little fire icon over their head and then of course you need to stop them i climbed the fire particles what do you think oh yes i've seen them it's so nice the kids look like they're completely on fire now and they're playing with them outside there to one spot right that doesn't make a lot of sense um yeah yeah you need to download i fixed that for me the rest of the day was mostly
implementing sound effects and a little bit of tutorial stuff the sound effects really brought the game to life like jen did a great job with the sound effects we need you jonas for angry screams from the angry yells from the kids oh okay let me close the door first yes i'm just seeing these audio waves appear here on my screen jonas outdid himself i think [Applause] so with my epic cringe screaming skills i could finally be useful after all nursery curse nassery yes now i made this epic little intro here mark waits by the school gates he looks forward to seeing the cute little devils turned out pretty cool and we think it also helps players to understand what they need to do in
the game we also implemented some tooltips when the level starts just so you know which buttons you can use hey jonas tell me what you think of this thumbnail they add nursery curse on it as well or just leave it like that that looks creepy as hell yeah oh my goodness there's two hours remaining hurry up the guys of the beast that audio mixing is always the last thing too yeah we were essentially waiting for the end to finish the audio mixing i did some final bug fixing in the meanwhile laura started setting up the itch page unfortunately the god of game dev still had something in store for us oh we have a ton of null reference exceptions that is not very nice where are they coming from uh hell what no let's let's let's just ignore it and hope that was nothing i didn't see anything i'm also having a ton of it oh it's like in child leaking
are you having it as well oh damage why not reference arrows are usually quite easy to fix this time we just couldn't figure it out might have been the stress because we were really running out of time oh no no no no i know i didn't even change anything jonas this has to happen one hour before okay let's not panic or exciting there's no panning i at very least i know what now is the what is that all your loop control is now wait yeah okay that makes sense because the audio loop control is missing someone removed it aha great that's a big no-no well we can go back to an old collab and look at the values i'll spare you the tension obviously we got it up and running it was kinda close though
so this is the final game it starts all kind of chill but then it gets crazy and crazy as time goes on yes it didn't turn out perfect like there are a couple of issues of course but it was a nice learning experience nonetheless another reminder that you shouldn't overscope i got a chance to put my toes into a star pathfinding which was very nice plus there's one thing we got absolutely right things do get very out of control i'm going to stare at the sky and i'm going to sleep well tonight the results are in by now and we ended up on the 377th place out of about 5 000 submissions considering all of the other great entries it definitely feels like a fair result we had fun and we'll try to do even better next time okay you can grab the orange children
now do we split children into different parts then or i feel like the stink blending i feel like it's a bit too smudgy everything okay now we have a lot of poopers hopefully that will make somebody cry yeah damn it now they just stop crying all by themselves man what the frick what happened to like there's two kids who want to use the same toilet seat and yeah grab one okay you grab one kid as you will just start doing poo every time a child gets up from the toilet it's instantly upset no no kids who left the toilet successfully are not crying here i increased the kids spawn rate we have a lot of crying children now that's good good good news god everybody's on the toilet i need to start showing the thoughts
[Laughter] again how do you like it i like the reverb on that i'm a link you know as video about the game gym right here go check that out right now big big shout out to both yen and noah they are an amazing team to work with shout out to mike brown aka game maker stulke who organized this game gem and shout out to all of you for watching thanks for putting up with my bs see you next one
The development of the game Nursery Curse, created for the 2020 Game Maker’s Toolkit (GMTK) game jam, serves as a case study in collaborative rapid prototyping and the challenges of scope management. Working under a 48-hour deadline, a three-person team aimed to interpret the jam’s theme, Out of Control, by designing a simulation game where players manage a chaotic kindergarten. The project highlights the technical and creative hurdles inherent in short-term game development, specifically regarding feature creep, pathfinding implementation, and the necessity of a cohesive gameplay loop.
The development process utilized Unity and the A Pathfinding Project to manage character movement, while Miro served as the primary tool for brainstorming and feature prioritization. The team faced significant obstacles, including technical bugs like null reference exceptions, sorting layer conflicts, and the difficulty of balancing content-heavy mechanics within a limited timeframe. To address the theme, the team implemented escalating difficulty through dynamic music tracks and increasing child-interaction demands, such as managing fighting, crying, and fire-playing behaviors.
Despite the time constraints and the struggle to define a clear gameplay loop early in the process, the team successfully delivered a functional product. The final submission ranked 377th out of approximately 5,000 entries. The experience underscored the importance of avoiding over-scoping in game jams, as the team found that while the game’s visual chaos effectively captured the intended theme, the lack of a refined core loop remained a primary challenge. The project ultimately functioned as a successful learning exercise in collaborative coding, asset integration, and rapid troubleshooting under pressure.
Thomas Brush · 2026
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