My Favourite Games from GMTK Game Jam 2025
Game Maker's Toolkit
0:00 Earlier this month we held the 9th annual GMTK Game Jam which is… well,
0:05 you know the drill by now.
0:06 It’s a game-making marathon where people race to make a game in just four days,
0:11 and that game must fit within a specific theme.
0:14 As always, we saw even more people enter the jam than last year,
0:19 with more than 37,000 participants making over 9,600 games.
0:25 Which means that it’s still the biggest jam in itch.io history.
0:29 And boy, do their servers feel it.
0:33 So, what was this year’s theme?
0:36 Well, it was a single word: loop.
0:39 And so we saw thousands of games about programming loops, about musical loops,
0:45 about running loops around people, about loops in time and in space.
0:51 The way you all managed to take
0:53 this theme and spit out so many distinctly clever,
0:56 imaginative, and fun games… well, it’s absolutely inspiring.
1:01 And now it’s time for me to pick my 20
1:05 favourite games from the jam… Pause the video right there.
1:09 Normally this is where I’d say I’m choosing the “best” games from the jam,
1:13 or even the “winners” of the jam.
1:16 But the truth is… as GMTK Game Jam grows bigger and bigger,
1:19 I don’t think it makes sense for the whole thing
1:22 to come down to a single judge who really likes puzzle platformers.
1:27 Especially when I’ve only played like 1% of the total entries.
1:32 So, from now on, I’ll let the community
1:34 pick the winners through rating and ranking the games.
1:37 You can see those over on itch.io.
1:39 But I’ll simply choose some personal favourites.
1:44 That cool?
1:45 Cool.
1:46 Back to the video.
1:49 Let’s start with Rhythmetric.
1:51 This is a game about a circle who fights rather more pointy shapes,
1:56 using laser beams, dodges, and shields.
1:59 But it’s up to you when those moves are triggered.
2:02 You see, there’s a track on the right side of the screen,
2:05 and here you can plop down moves at different points.
2:08 Then, when the looping indicator scrolls across the track,
2:11 it will play each move on the beat.
2:14 This turns your fighting style into a personalised anthem.
2:19 Attack, attack, attack, shield… dodge, dodge, dodge.
2:23 You know, simply by feel,
2:25 when it’s time to aim at the enemies and unleash a barrage,
2:29 and when it’s time to swing the mouse in the opposite direction to dodge away.
2:33 It turns the player into a deadly DJ, mixing between fighting and composing.
2:39 And then, as you pick up more beats and add to the track,
2:43 the game naturally gets more complex.
2:44 It’s addictive, smart, and puts you into a dizzying zen-like state.
2:52 The next game, Voodloop, has a somewhat similar premise.
2:56 This time, though, it’s a 2D platformer and we can assign moves like jump,
3:00 kick, and dash- which will then trigger on the beat.
3:04 So you’ll need to build the right loop to do double jumps over pits,
3:07 or to fight simple enemies.
3:10 What I really like about the game, though,
3:12 is that each level is like a miniature Metroidvania.
3:15 You must hunt for new moves to lay down
3:17 on the track- which then lets you access new areas,
3:19 in order to find new moves- so you can reach the exit and do it all over again.
3:24 Also, by changing the style and tempo of each level’s soundtrack,
3:28 the game takes on a very different feel from stage to stage.
3:31 Super smart stuff, with a rather dashing, chunky pixel art visual style.
3:38 With a theme like loop, we were bound to see a few entries
3:42 inspired by the ultimate time loop game, Outer Wilds.
3:46 But my favourite of the bunch is Night O’Clock- a quick-fire
3:51 murder mystery where you have just one minute to scour a mansion,
3:55 collect clues, and gather knowledge… before time’s
3:57 up and you have to start again.
4:00 A clever twist on the formula is that you keep
4:02 hold of any item you’ve got when time runs out,
4:04 so you have to think carefully about, say,
4:07 which key you want in your hand before restarting the loop.
4:10 Night O’Clock is absurdly polished for a game made in four days,
4:14 and it kept me rapt for the entire run time.
4:17 An easy recommendation among a sea of games
4:20 about repeating the same day over and over.
4:23 Now, game ideas can come from the weirdest places.
4:27 Like, what about that shower thought of… if you plug a power strip into itself,
4:32 wouldn’t that give you an infinite energy source?
4:35 Forget conservation of energy and other boring realities- in this game,
4:40 you can cheat physics and unlock an eternal electrical source.
4:44 But it’s more than a meme- this is actually a very clever,
4:48 mind-bending puzzle game.
4:49 You need to understand a simple set of rules-
4:52 about where power comes from and where it goes.
4:55 Deal with restrictions like the short length of your cables.
4:59 And think outside the box as you make temporary
5:02 connections and purposefully undo your actions to make everything work.
5:06 It made my brain hurt… but like, in a nice fuzzy way.
5:13 Talk about thinking outside of the box.
5:15 When developer SI Interactive heard the theme loop,
5:18 they thought about the looping lasso tool in Photoshop.
5:23 And so we get a game about being a freelance photo editor.
5:27 Each day you get a request in your inbox.
5:29 Can you take this photo of me and add hair?
5:32 Can you block out my ex?
5:33 Can you add friends to my birthday party?
5:36 You can then use the loop to select stickers,
5:39 people, and cartoon characters to place into the photo.
5:43 Send it back and hope the client is happy.
5:45 There’s even a hint of detective work in here,
5:49 as your clients ask you to figure out relationships from their email.
5:53 It’s only a sprinkle- but you could see this being expanded
5:56 into a clever deduction game where you
5:59 provide your answer through doctored digital images.
6:02 But as for the game that’s actually here- it’s cute, clever,
6:06 and as someone who spends their life selecting crap in Photoshop,
6:10 it was nice to play a game where my pointless life skills are finally validated.
6:17 Circuit Breaker starts out as a pretty simple puzzle platformer.
6:21 Walk, jump, manipulate machines, plop batteries into sockets.
6:25 But when you finally make it to the far end of the room,
6:29 you realise you can loop back around to the start and do the whole thing again.
6:33 Or, you can walk back on yourself
6:35 and play the level in reverse- all while making
6:38 changes to the level that may help or hinder
6:41 your progress depending on which direction you’re going.
6:43 It turns a single level into a galaxy-brained spatial reasoning puzzle.
6:49 I want to reach this spot but it’s impossible from where I’m standing.
6:52 But if I loop all the way around the other side, I can make my way up!
6:57 It reminds me of those puzzle box Zelda dungeons I love so much.
7:01 It scratches a very specific itch, and that’s why I dig it.
7:07 Walk It!
7:07 takes Crypt of the Necrodancer- that excellent roguelike where you have to move
7:12 on the beat of the music- and turns it into a series of single-screen vignettes.
7:17 You play as a dancing dude who cuts shapes from pavement slab to pavement slab,
7:23 while dodging dogs, pushchairs, and Pilates posers.
7:27 You have to move to the beat.
7:28 You have to start on the first beat.
7:30 And you have to reach the goal on the last beat.
7:33 It should be effortless.
7:35 And maybe it is if you have any sense of rhythm.
7:38 But I do not- so it turned each one of these short
7:41 levels into an epic showdown where I had to learn the beat,
7:46 internalise the music,
7:47 and feel the rhythm before I could finally dance my way to victory.
7:52 Great animations, great art style, make 100 levels and put it on Steam.
7:59 I’m always impressed by people’s ability to make a Zachlike-
8:03 a game inspired by SpaceChem and Opus Magnum- during a 4-day jam.
8:09 It shouldn’t be possible!
8:10 And yet, here we are.
8:12 This is Cooking by the Numbers,
8:14 a game where you build an engine to turn one number into another,
8:18 using nodes that can add, minus, divide, and multiply.
8:23 But most importantly, there are the conditional nodes:
8:27 do one thing if the number is greater than 15, and another if it’s less.
8:32 With these, we can- going back to the theme- make loops where
8:36 the same sum is performed over and over until the condition is met,
8:40 and then a different path is taken through the flow chart.
8:43 You’re constantly thinking about how to use loops to get the result you want.
8:47 And- if you didn’t realise it by now-
8:49 you’re also learning the basics of programming,
8:51 as you figure out the inner workings of if statements and while loops.
8:56 You clever clogs, you.
8:59 Okay, this game- Caw Across Time- needs a bit of set-up.
9:04 You get a phone call- it’s you from the future.
9:08 Future you delivers a key that helps present you get through a door.
9:12 Handy!
9:13 But now the space-time continuum is all goofy, so you’ve gotta fix it.
9:18 But aha- you’re now future you.
9:21 And you can deliver the key to present you.
9:24 Who is now past you.
9:25 Thus finishing the time loop, fixing that nasty rift in the timeline,
9:29 and letting you move on to the next level.
9:32 Did that make sense?
9:33 Does your brain hurt?
9:34 Whatever.
9:35 Keep up.
9:35 Because this game is really clever.
9:38 A whole sequence of single-screen conundrums where you
9:40 have to not only make it through the level,
9:43 but also tidy up the timeline by putting back
9:47 any time-travelling keys and blocks you end up using.
9:50 It’s an absolute belter of a game- and it’s utterly frustrating to play a puzzle
9:55 platformer made in 4 days that’s better than the one I made in 4 years.
10:00 Burn this jam to the ground.
10:04 Nokia classic Snake got some love in this loop-themed jam.
10:08 But my absolute favourite take on the idea came from Goop Snake.
10:13 It’s a Sokoban-style grid puzzler that works on the basic
10:17 rules of Snake- eat apples to grow in size.
10:19 Your lengthy body mimics the exact movements of your head.
10:23 But then it adds loads more ideas.
10:25 Eating soft apples lets you shift past your own stomach,
10:29 but hard apples block your head entirely.
10:32 You can spit out apples to shrink back down, or hold down buttons.
10:36 Stuff like that.
10:37 With each of these additions to the rule set,
10:40 Goop Snake can create some truly clever levels,
10:42 with those all-important “a-ha” moments.
10:46 Alright, let’s look at Curse of the Amethyst Skull.
10:50 This is a dungeon-crawling puzzle game,
10:52 where each time you die- you have to start the whole thing from scratch.
10:56 But you can at least keep your items, your notes, your knowledge,
11:00 and most fun of all, your hand-drawn map of the environment.
11:05 Maybe I’m just a massive frickin’ nerd,
11:07 but I really enjoyed charting out the contours and contents
11:10 of this underground world- making notes of traps and treasure and dead ends.
11:15 I think I hit a bug where my map didn’t show properly,
11:18 because I think I should have been able
11:20 to see my current position on the map screen.
11:22 But I guess I just played on hard mode,
11:24 because I had to draw things out without knowing where the hell I am.
11:27 Another nice touch- you can light lanterns
11:30 to know where you’ve been on previous runs.
11:32 And when you come back as a new adventurer,
11:35 you have a new, randomly generated name.
11:38 No idea how Frances Grumblejack got access to Roswell Chapman’s notebook,
11:43 but we’ve seen stranger things in this jam.
11:48 Here’s another common take on the theme:
11:50 looping around from one side of the screen to the other, like in Pac-Man.
11:55 Mobia’s Trip uses it as the main mechanic in a cute
11:58 platformer- hold a key to lock the camera in place,
12:01 and then you can waltz off to the left of this frame to appear
12:05 on the right- which lets you bypass a big ol’ wall and be on your way.
12:10 This kicks off a number of clever scenarios
12:13 where you’re manipulating the position of the frame,
12:15 perhaps shifting the frame up with each jump
12:17 so it’s high enough to reach a platform.
12:19 Another mechanic comes from looping through
12:21 the loop multiple times to build up speed,
12:24 before using that excess energy to crash through the floor.
12:29 How’s this for a unique spin on the card battler?
12:33 Like a Record puts your moves on a spinning
12:36 disc- playing each card as the record shifts position.
12:40 Only- your opponent is doing the same thing.
12:43 So you’ll need to be smart about how the two discs will line up.
12:46 Things get even more strategic when you add in cards
12:49 that can change the direction of your disc- or your opponent’s.
12:53 I’ll be honest, this was too much for my pigeon-sized mind,
12:57 but even this simpleton can see
13:00 the potential of putting Hearthstone on a turntable.
13:04 Here’s a clever one- Side Effects.
13:07 It’s a puzzle game on a Rubik’s Cube.
13:09 You’re presented with a starting point.
13:11 Perhaps some seeds.
13:12 And a goal.
13:14 Say...
13:14 a forest.
13:15 By rotating the cube, you move the seeds into different zones-
13:20 the water zone turns the seeds into saplings,
13:23 and the sun zone turns the saplings into trees.
13:27 Done, smashing.
13:28 But just like solving a real Rubik’s Cube, things get complicated fast.
13:33 Sometimes you’ll need to manipulate things so two elements perfectly line up.
13:38 Other times you’ll realise that one turn will solve one part of the puzzle,
13:42 but utterly ruin another part.
13:45 It becomes a sticky strategy game of thinking several
13:48 moves ahead to get everything to the goal simultaneously.
13:52 Maddening, but good.
13:56 Next up: Killover.
13:58 A super-stylish game where you hunt down and kill a target.
14:02 Then you do it again- only you also
14:05 have to kill yourself from the previous loop.
14:07 Then do it again and again and again,
14:11 and now you’ve got to murder an entire army of yous from past loops.
14:16 Every time you advance, the game naturally gets harder and more chaotic.
14:21 You’ve got to defeat more targets in the same short timeframe.
14:25 And you have to dodge the bullets of all your previous selves.
14:28 It becomes a manic warzone of your own creation
14:32 as you dance through a hailstorm of bullets for which,
14:35 to be honest, you only have yourself to blame.
14:38 Quick shout-out to the clever animation style.
14:41 Snapping between distinct poses makes things very
14:44 economical for a hurried game jam participant.
14:47 But it also means that every time the game freeze-frames
14:50 on the last kill of the round… it looks utterly badass.
14:54 Everyone’s going to be jacking this style soon, I can feel it.
14:58 Okay, this is Draftula- which deserves a nod for its name alone.
15:03 On each loop, you draft a new mansion
15:06 for Dracula by plonking down rooms on this Tetris-style board.
15:10 Each room has benefits and drawbacks- and must be
15:12 placed strategically to get the most out of them.
15:15 For instance, one room adds more coins every
15:17 time you draft another room on the same row.
15:20 Another room blocks you from drafting anything directly above it.
15:24 Once you run out of money, a valiant knight knocks on the door,
15:28 knocks down your gaff, and you have to start the whole thing again.
15:31 But there’s also a meta-level mystery to solve,
15:34 as you must draft specific rooms next to each other to unlock more
15:37 stuff- like putting two sigils next
15:39 to each other to unlock infinitely high buildings.
15:42 There’s a, ahem, lot of room to build on top of this idea,
15:47 if the developer fancies it.
15:49 Okay, next up is Songrunner.
15:52 This is a series of single-screen platforming
15:55 stages where you build the level yourself.
15:59 How?
15:59 By playing notes- triggered through the keys 1
16:02 through 8- when the timeline sweeps through the stage.
16:06 So it’s like Lumines, but as a platformer.
16:09 And that’s pretty neat.
16:11 Best of all, your stage-making shenanigans create a unique track as you play.
16:16 And when you finish the stage,
16:18 all the other instruments kick in to turn your level layout into a song-
16:23 which sounds surprisingly good for a track
16:26 made up of awkwardly placed platforms.
16:28 This one is simple but smart- just the way I like ’em.
16:35 While 1 couldn’t be much more basic.
16:38 Use your mouse to draw a loop around the entire screen.
16:42 And yeah, it’s so straightforward that you can look
16:46 at the screen and intuit what to do in seconds.
16:49 But that’s an impressive feat.
16:51 Also impressive: how the developer used music, visual effects,
16:55 and a singular sense of style to make
16:58 something so basic into something thrilling and dangerous.
17:02 An easy recommendation.
17:06 Another interesting take on the theme:
17:08 how repeating the same level over and over
17:11 again allows you to gain mastery and new understanding.
17:15 That’s clearly shown in Loophole Pie.
17:18 The premise is simple:
17:20 a little boy wants to sneak into his neighbour’s garden and pinch a cooling pie.
17:25 Easy.
17:25 Only once you do that, the loop repeats with a new rule
17:29 that blocks you from doing what you did in the last go.
17:33 So: no more gate.
17:34 Maybe sneak across the grass.
17:36 Okay, next time- no gate, no grass.
17:38 Then: no gate, no grass, no crates, no remote-controlled lawnmower, no rocks.
17:44 It turns the game into a sort of mix of Untitled Goose Game and Hitman,
17:49 as you must use your mastery of this simple level
17:53 to find more and more outlandish ways to reach the pie.
17:56 It’s a great game design lesson:
17:58 the more restrictions you put on the player, the more devious they must become.
18:05 And then finally- there were a lot of games
18:08 in the jam about drawing loops around enemies to kill them.
18:12 That became a common refrain.
18:15 But no one did it better than the developers behind Bootloop.
18:20 This is a rapid-fire knockabout arcade gem about
18:25 ensnaring computer viruses in a deadly electrical trap.
18:28 Here’s how it works: walk into a peg to start a loop.
18:32 Then walk into another to make it bigger.
18:34 Then hit Z to close the circuit and make a zapping zone in the middle.
18:39 Simple enough, but things escalate.
18:42 For one, every peg you use must cool down,
18:45 so using too many at once will leave you vulnerable after you attack.
18:49 New enemy types appear, including a nasty scissor enemy that can cut your wire
18:54 before you have a chance to complete the circuit.
18:56 And then, between rounds, we get the classic three-upgrade screen
19:00 as we must choose whether to boost health, the circuit, or last-ditch bombs.
19:05 It’s got fantastic pixel art and music,
19:08 but this thing is not all style, no substance.
19:10 It’s also just a really sharp time sink that I
19:13 could see myself going back to again and again.
19:16 Bravo, Team Booti.
19:19 And so there we have it!
19:21 By thinking about a game being on a loop,
19:25 we got games about building knowledge and mastery,
19:27 about considering your past actions, about feeling the beat,
19:32 and about manipulating space and time.
19:35 And now it’s, ahem, time for some honourable mentions!
19:39 Ninja Step has you programming the looping choreography
19:42 of your player character to get through baddies and obstacles.
19:46 Bend-Jo has you bending the entire playspace to solve mind-melting puzzles.
19:53 Love Letters has you circling letters to get your jumbled
19:56 words out to a lady who has you tongue-tied.
20:00 And Loop/ Death has you looping back
20:03 to the starting point to solve tricky conundrums.
20:05 I could go on- did I mention there were over 9,000 games submitted?
20:10 As always, I want to give a humongous thank you
20:12 to everyone who took the time to make a game.
20:14 There’s something amazing about a bunch of people coming
20:17 together to make something just for the thrill of it.
20:20 To be part of a community, to impress their friends,
20:24 to better their skills, or for the sheer joy of making games.
20:28 And all by hand- no AI slop in sight.
20:31 It’s absolutely inspirational.
20:33 Thanks also to my fabulous mod team who make the jam run smoothly,
20:38 the staff at itch who are always on hand to help,
20:41 and my patrons who pay for the jam
20:44 and mean we never need to bother with corporate sponsors.
20:47 GMTK Game Jam will be back in 2026 for its 10th birthday!
20:53 10!
20:53 How time flies!
20:55 You can register your interest now by following
20:58 the link in the description down below.
21:01 Thanks, see you soon.