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Create free accounthey everyone we're gonna do something a little bit different with this edition of games you might not have tried all of us here at EC love game jams but the tragic thing about them is that so many people put so much hard work into creating interesting games and then very few of them get the attention they deserve so we figured this whole show was created to enable game creation so let's do something about that thus for the last six months we've been running game jams figuring out how to organize them and make them engaging and now we're ready to bring you some of the weirdest most interesting most eclectic entries from our December jam the theme was present so some of these games are about being present some of these games are about this moment right now and some of them are about my personal favorite actual presence so let's dive in oh and one last bit before we do this thing while the games on this list aren't
truly finished you can play all of them for free by visiting the links in the description and if you find something you really connect with maybe throw the creator's a few dollars to say thanks and with that let's begin our first games you can't possibly have tried yet anybody home let's start with one of our weirdest entries this game is about being present in a conversation at a party while dealing with anxiety but the weird part is you have to use your mouse to keep eye contact with the person you're talking to while acquiring dialogue options through playing a bear jumping minigame that occupies the top left of your screen and select what you're going to say through a combination of clicks and the mouse wheel the best part though if you can manage all this multitasking and actually focus on the conversation this stranger at the party whom you're trying to seem normal to probably not worth all the effort your characters putting forth inst
so if I said superhot meets down well would I have your attention if so this game is for you it's about the imperative presence about acting in that one critical moment when it comes the gameplay is simple you're dropped onto a screen with a group of enemies everything switches to bullet time and you have just a moment to choose where you're going to shoot try to deflect their bullets and take out as many of them as you can with a little more content I could see this being something I totally get sucked into last minute delivery now this is a game about presence literal presence it's a micro game about delivering them what's interesting about it though is its use of DDR like mechanics to make those deliveries now I've seen the use of DDR ask mechanics in QuickTime events and many games before but rarely have I seen it as the main mechanic of a game outside of rhythm games and I can
envision an RPG or even an action game that like last minute delivery gets rid of the rhythm aspect of DDR entirely but still makes use of the sequential button pressing to create hectic tense core gameplay I mean throw in some power-ups and it can represent anything from disarming a bomb to hacking a supercomputer omnipresent a beautiful Gameboy aesthetic and an excellent soundtrack meet in this clever puzzle game about controlling coordinating multiple characters at the same time but it's really about a relationship or rather our relationships with other people it's an abstract idea explored entirely through the stage names and the level design in the argue stage you'll have to drive two characters apart in the stage named third wheel you'll have to make sure that three characters are evenly spaced and while the meaning of each level isn't always that clear if you're interested in how you can make puzzle design evoke a feeling it's absolutely
worth checking out retroactively okay real simple pitch for you here want to see a neon rail shooter' made in three days here is your chance grow the visual antithesis of retroactive grow is a minute and a half of moving to the right on the surface it's a game about finding a home for a sapling but underneath it's a game about centering yourself and being present with yourself you'll literally do nothing in this game except hold the arrow key down but sometimes games aren't about what you're doing on the screen they're about remembering that you're the person on the other side of it white elephant let's round this out with one more game about presents it's not groundbreaking but it is very very cute
ever have a present that you wanted so badly but the packaging is impossible to remove I'm looking at you all you electronics wrapped in that space Devils plastic stabbed in my hands while I try to open UI I digress that is the feeling that white elephant inspires it's almost an escape the room type game sans inventory it'll take you ten minutes to play through once and then you're done but it's a great example of what can be built in a weekend even if you don't have a ton of experience making games so that does it for this inaugural game Jam episode of games you can't possibly have tried yet if you're interested in being a part of an EC Game Jam please join us for the next one On February 28th or come hang out with us on Twitch on March 6th as we play through the newest batch of games and finally thanks again to all of our EC Game Jam participants and to all of you watching right now even if you don't make games if any of these entries interested you please go check them out
it would mean a ton to all of the creators and all of us at extra credits if you told your friends showed your loved ones and helped spread the word because even if you don't make games yourself you can still be a big part of helping someone else get to see you next time everyone [Music]
Game jams serve as vital incubators for experimental game design, providing a platform for developers to explore niche mechanics and abstract themes within constrained timeframes. This overview highlights seven distinct entries from a December game jam centered on the theme of presence. The selected titles demonstrate how limited development windows can foster creative innovation, ranging from mechanical experiments to poignant, atmospheric experiences.
The featured games utilize diverse gameplay loops to interpret the theme. Anybody Home explores social anxiety through complex multitasking, while INNST blends bullet-time combat with tactical decision-making. Last Minute Delivery repurposes rhythm-based input mechanics for high-tension action, and Omnipresent uses puzzle design and Game Boy-inspired aesthetics to examine the dynamics of human relationships. Other entries, such as Retroactive, Grow, and White Elephant, showcase the breadth of the medium, offering everything from fast-paced neon rail shooting to meditative, minimalist experiences and lighthearted, relatable simulations of daily frustrations.
These projects underscore the value of the game jam format in encouraging developers to prioritize core concepts over polish. By focusing on singular, well-executed ideas—such as the sequential button-pressing in Last Minute Delivery or the meditative pacing of Grow—these developers demonstrate that meaningful player engagement does not require extensive production resources. The collection serves as a testament to the potential of independent, short-form development to produce unique, thought-provoking content that might otherwise remain undiscovered. These games are available for free, emphasizing the importance of community support and visibility for emerging creators within the broader gaming ecosystem.
The games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Thomas Brush · 2026
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