Notes -

At GDC I listened to Jonatan Söderström, Petri Purho and Dylan Fitterer talk about making games in a short period of time. I remembered that this was how I learned to make games, back when I was a teenager.

My friends would come up to my house, stay for the weekend, and we would make a game. The next weekend, we would make another one. I’ve forgotten how to do that, I’ve become caught up in target markets, long term contracts and treating coding like a chore. I would crush any idea I prototyped because I asked "Is this worth a year of my life?", or "Is this target market going to like this game?". No prototype can stand the pressure of 'trying to be perfect'.

I am going to make a game in 7 days, twice a month. I'm under no pressure, the game is a 7 day game. If it is horrible, then so what? It is only a small game. The whole concept is based around having fun making games.

I don't want to claim to be original. I just like the idea of making games in 7 days because I have more fun when I'm making small games.

No apologies for any of these games, some will be crap, some will be crazy.

Update: I have switched to 1 game per month, done in 7 days. I am aiming for better games instead of just more games. I already have enough games that people will just play the top few. I want to focus on making better art, better gameplay, and maybe some multiplayer stuff.

The first month, I made 4 games in 7 days, and the second month I made 3 games (one failed so badly I did not upload it). I have proved to myself that I can do this, now I want to do it well.

- Michael Todd.