One theme, thousands of games

14 min read

By Eduardo Orellana ·

A 2021 jam theme, Joined Together, drew more than 21,000 sign-ups and over 5,800 finished games. The interesting part is what the phrase forced.

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A shared constraint is a gift

Joined Together was the theme of a 2021 game jam. Sign-ups passed 21,000. More than 5,800 games were actually finished. Those numbers are not a quality claim. They are a picture of what a constraint does to people who would otherwise still be choosing a premise.

The phrase is doing the design before anyone opens a tool. Two things must meet. A game that ignores the phrase is just a game made in a hurry, and hurry alone does not teach. The entries worth keeping are the ones where the join is the verb: two characters, two mechanics, two players who cannot win separately. A theme that can be satisfied by a title screen is not a theme. It is a caption.

What Joined Together asked of 5,800 entries

Joined Together was the theme of the 2021 game jam. Sign-ups passed 21,000, and the short creative sprint that followed ended with more than 5,800 finished games.

Entrants read the theme in every direction they could find. Things were combined, connected, tied, tethered, wired, threaded, mirrored, linked, and simply stuck to one another. The join was sometimes literal, and sometimes mechanical, spatial, social, or purely conceptual.

Public ratings cut that enormous field down, and the resulting top 100 was unusually strong. The 20 below earned their place by converting the theme into a sharp mechanic, a good joke, a real puzzle, or a prototype far more finished than a weekend allows.

Rift Shift: two windows that duplicate the level

Rift Shift is the entry that looks impossible to have built inside the time limit. Most jams throw up one of those, and this was the one.

The game is a platformer with two small movable windows, and whatever shows up inside one also shows up inside the other. A tiny wizard needs to reach a flag. Drop one window over a gap, aim the second at a stretch of background that happens to contain steps, and the missing route simply exists.

From there it opens up. Slide a rift across the character. Phase doors and pressure-sensitive buttons into or out of the world. Block a turret by framing it correctly. The result is half platformer and half image-selection tool, and completely clever.

Sleepy Blocks and the growing body of cubes

Blocks that stick together on contact were a common reading of the theme, and Sleepy Blocks handled the idea better than most.

You steer a smiley square around a grid of sleeping cubes. Step beside one and it wakes, attaches, and changes the shape you are now driving. Each puzzle is about the order you collect in and the route you take, because the shape you finish with has to fit through the exit.

Cracked floor tiles arrive later. They read as pits at first, something to steer around. Then you realize they can shear pieces off your shape, and they become the tool you were missing. Turning a hazard into an instrument once the player understands the rules is puzzle design working properly.

Puzzle Sigma turns arithmetic into a body you carry

Puzzle Sigma also joins blocks, but it points the idea somewhere else entirely. You play a mathematical symbol, a plus sign to begin with, and you can latch onto chunky numbered blocks.

Get a number on your left and a number on your right, and your body reads as an equation. The answer opens doors. Carry a 1 and a 3, and the door labeled 4 will let you through.

Arithmetic becomes spatial manipulation, which is an alarmingly good trick. Bigger numbers, extra symbols, and rotations that change the answer depending on which way round you sit keep complicating it. If you have a nose for numbers, it is an inventive toy.

Factori manufactures the alphabet from one letter

Factori compresses a whole Zachtronics-style problem-solving game into a jam prototype. There is one raw material, the letter I, and around 26 products, which is to say the rest of the alphabet.

Colorful machines bend, rotate, flip, and combine your supply of Is until other letters come out the far end. Part of the challenge is factory-floor efficiency and part of it is shape reasoning. Building a G might take a bent I, a plain I, and a rotated one.

Anyone who has played SpaceChem or Opus Magnum will recognize the core, but the execution is proficient enough that the familiarity stops mattering. It knows what makes automation puzzles satisfying: a clear target, a small toolset, and plenty of room to be elegant.

Ghostel: one laser strung between two characters

Arena battlers suit a short production window, which is why they show up every year. Ghostel is simple, readable, and funny within seconds.

You drive two ghostbusters at once. Keep them close enough together and a lethal laser arcs between their guns, vaporizing whatever wanders into the gap.

What comes out is a frantic twin-stick arena shooter fought against ghosts, cursed furniture, and assorted other threats, all decided by where you put both characters. Solo it tests coordination. With a friend it tests communication. The prototype wants more twists, but the base is solid.

Grappling Scarf spends its own shield

Grappling Scarf gives you a square trailing a long white scarf behind it, laid out much like the body in Snake.

Coil that scarf around the central base and it becomes a large shield soaking up incoming bullets. The far end carries a hook, though, and the hook grabs bombs and hauls them off. You can split the scarf, park a section somewhere dealing with a bomb, and come back for it afterward.

Every sacrifice leaves the scarf shorter and the shield thinner. That sets up a rhythm of expansion and loss: grow, defend, detach, fix a problem, then retrieve what you left behind. It is original, and it is full of tradeoffs worth arguing about.

Phasing Puller adds a single condition to the grapple

Hookshots that drag the level around turned up in several entries. Phasing Puller separates itself with one small restriction.

The shot only works if it passes through exactly one object on the way. That object powers it, letting it latch onto something and pull the thing back. Miss the condition and nothing fires.

Out of that rule come thoughtful platform-puzzle levels about shifting blocks, powering energy cells, and arranging the room until the shot has a legal path. The minimalist art carries a jam lesson of its own: a tight palette buys you a coherent look fast when time is the scarce resource.

Telephone Trouble runs a switchboard under the clock

Technology fits a joining theme easily enough. Dongles join laptops, meetings join people, and old switchboards joined phone calls. Telephone Trouble takes the switchboard and turns it manic.

Your job is running wires from callers to recipients. The pressure comes from five cables at once, a phone book you have to check for calling codes, and calls stacking up the way orders stack in an Overcooked kitchen.

Now and then somebody needs the hospital, and everything else waits while you route the emergency. It chases high scores, the graphics are strong, and the panic escalates on a clear curve.

Peaceful Evening Among the Stars drags light between stars

Constellations came up again and again. Peaceful Evening Among the Stars is the polished version: a puzzle game about joining stars into shapes.

One rule drives it. You can only drag a set distance out from a bright colored star, so the smaller stars have to serve as stepping stones. Later the colors differ, and you start planning around overlapping paths and routes that thread past other stars.

The result is calm, professional, and very playable. Polish earns its keep here by giving the central idea room to breathe. This is the kind of jam game you finish rather than sample.

I Gacha Head gives you one hat with two effects

I Gacha Head is an adorable pixel-art puzzle platformer about a tiny character and an oversized hat. Despite the name, loot boxes and microtransactions never enter into it.

Wearing the hat makes you taller, which is how you reach keys. Being taller also means you no longer fit through narrow gaps. Before long you are knocking the hat off against a low ceiling, doing the job that needs a small body, and coming back for the height when you need it again.

One object, two opposite effects on what the character can do. That is a compact platforming idea, delivered with charm and with obvious room left to grow.

Static Cling arrives looking like a shipped game

Static Cling is a Nitrome-like platformer starring a ball of pulsing energy that starts out wired to a plug head. Reaching the socket is the goal, and being joined to a power source is what limits how you move.

You can only stretch so far from your source. Link into a bulb, though, and you travel down the wires to emerge somewhere else. Chunky doors can be powered later, and you can transfer into small robots that move more freely.

The number of clever setups packed in is remarkable, and the finish is good enough that it could pass for a small commercial release instead of a weekend build. You only find that out by running it and playing a few levels, which is the part no screenshot settles.

Tether n Feather makes each parrot the other bird's anchor

Tether n Feather is a parrot-themed platformer in which the two birds are each other's means of getting anywhere.

Crossing a gap starts with one parrot making a big jump. Swap to the second, and it treats the first as a grapple point, swinging through a long arc before releasing toward solid ground.

Golden feathers hand you extra jumps and swaps in mid-air, and the chains get frantic as you throw yourself from bird to bird. The rhythm takes a little learning. Once it lands, speed, strategy, and placement all pull in the same direction.

Mrs Modifier puts the puzzle in the button mapping

Mrs Modifier is an arcade adventure played on a cabinet with too few buttons. Left, right, and jump do not cover a game that also expects you to climb, air dash, crouch, and drop through platforms.

So you open the cabinet and rewire it. Right can also mean air dash. Left can also mean drop through a platform. You study the screen and work out how to fit every action you need onto the hardware without locking yourself out of the next challenge.

It looks like a sight gag for about a minute, then turns into a genuine puzzle about input mapping, overlapping actions, and constraint. Joining the controls together instead of the characters is one of the more unexpected readings of the theme.

Octo and the Pocket Dimensions lets you rearrange the dungeon

Shuffling and recombining pieces of the world was another popular approach. Octo and the Pocket Dimensions builds a tiny Metroidvania on it.

New rooms arrive as large floating floppy disks. Take them back to a central computer and you rearrange the maze of room tiles yourself. Progression turns spatial and strategic straight away, and the game keeps adding complications on top.

Keys vanish whenever the computer is used, so the key room has to sit on the route to its door. A room containing a trampoline can fling you out of itself and over obstacles in a neighboring one, which means a tile influences space beyond its own walls.

The pleasure is the old one of rearranging a dungeon layout, shrunk down. The clever bit is that placing rooms is not just map editing. It is a puzzle verb.

Space Scrap Shuffle assembles a cruiser from wreckage

Space Scrap Shuffle is not the best-looking game here, and that undersells it badly. It is dense with decisions.

You ram your ship into floating components to bolt them onto a steadily growing improvised battle cruiser. Turrets add firepower, bulkheads add shields, and enemies you destroy can leave behind parts worth taking for yourself.

That reshapes how you fight. Killing only the enemy command module keeps its turrets intact for salvage. A tactical pause gives you time to be precise about it. You can also jettison parts of your own hull and detonate them to repair other modules.

Like most games built on accumulation, it risks handing the player runaway power. As a jam prototype, though, it is a strong footing for a game about building strength out of debris.

Threadbound ties objects together on a second screen

Threadbound opens as an ordinary platformer. Move, jump, push. Then the real idea shows up: an overlay you pull above the level, where you draw a green thread between several objects.

Thread two objects and interacting with one drives the other. Connect a pair of boxes and pushing one pushes both. Later you choose whether the thread links an object's horizontal or vertical axis, which produces things like a platform that rises when a box is shoved sideways.

One puzzle in the prototype is genuinely excellent, and the whole build reads as a teaser for a bigger puzzle game. It is a good example of a jam idea that is small in scope and large in possibility.

Loop stitches ingredients instead of capturing enemies

Loop runs on thread as well, but its tone and setting go somewhere much more distinctive.

Sentient buttons and fluffballs populate the world, and you play a tiny needlework hero who drops a cotton reel and loops thread around things. Grabbing everything is not the aim. You work from a recipe, fluff and fabric and buttons for a teddy bear, and you loop only what the recipe calls for.

The aesthetic choice does real work. The same mechanic could easily have been another sci-fi game about corralling aliens or robots. Making toys and clothes instead is the reminder worth keeping: a good mechanic gets more memorable when the presentation skips the obvious first idea.

Tongue-Tied stretches one gag into level design

A jam is the right home for a game that exists mainly as a joke. Tongue-Tied is about a girl who licks an icy pole in winter and finds her tongue stuck to it.

Anchored to the pole, she can only get so far away. Energy balls lengthen the tongue, and every one you collect pushes your reach a little farther from where you started.

Distance is the puzzle: wrapping around walls, working out what your current range covers, and extending it until escape is possible. It would not need to become a long commercial release. As a one-off entry the gag holds, and the final punchline pays off.

Ball to the Wall arms you with the thing slowing you down

Ball to the Wall is a frantic football-flavored rampage in which you are joined to an enormous pink ball. Moving with it is awkward, and it is also where all your power comes from.

Line up behind it and you can kick it forward through enemies and walls. The kick throws you forward too, so where you stand matters immediately. The ball doubles as a shield, deflecting bullets while blocking your own path.

Serving two purposes is what gives the game its charm. The thing dragging you down is the same thing keeping you alive and letting you hit back. The best version of this idea would keep finding new uses for the burden.

SparkLink pairs a mouse cursor with a grounded robot

SparkLink hands you two characters with different rules, different options, and different input devices.

The spark answers to the mouse and can go roughly anywhere the cursor goes. The robot answers to the keyboard, obeys gravity and solid ground, and does nothing at all unless it is joined to the spark.

Each puzzle asks how two characters this mismatched can help rather than obstruct each other. The contrast is where the depth sits: one is freeform and precise, the other is physical and limited, and everything depends on making the link between them pay off.

Other entries from the top 100 worth playing

Plenty more in the top 100 deserved attention. Horse Divorce is an odd Sokoban puzzle about a two-headed horse maneuvering its heads back together for a smooch. UI Warrior turns interface elements into platforms. Holosaur and Twominator both build puzzles out of your own past selves. Top & Tom finds a clever twist on the endless runner and a sharply mean difficulty curve.

That range is what a strong theme buys you. Joined Together could easily have produced 5,800 versions of the same game. Instead it produced windows that duplicate space, blocks that grow into bodies, equations you wear. Ghosts caught between lasers, scarves you spend, switchboards under pressure, stars drawn into constellations. Hats that change your height, rewired controls, pocket dimensions, modular ships. Threaded objects, crafting loops, stuck tongues, heavy balls, parrots and paired characters.

The strongest entries never stopped at showing two things connected. They asked what the connection costs, what it allows, what it forbids, and what it changes. That is the lesson sitting under the whole set: a theme starts earning its keep the moment it hands the player a new decision.

Build it in Flockbay

In the Flockbay app, take the constraint literally. Two bodies that must stay joined, or two rules that only work together, in one screen, finished rather than expanded. Play it. If you can delete half and keep the fun, the theme never reached the buttons.

An AI game maker for game jams and a start-here template are built for this size. Finish the screen.

Flockbay

The free AI game maker for Mac or Windows PC.