one_more_file_

Category

Game Jam

Period

48h Jam project (October 2026)

🏆 3rd Place Winner – GameJamPlus 26/27 (Regional Stage)

A roguelite platformer where you play as a computer virus racing to infect machines before the antivirus finds you.

At the start, the virus is weak and struggles with movement, but as it collects new files and items, it transforms into a stronger virus, capable of enduring antivirus attacks longer and navigating the map with greater mastery, allowing it to complete each level's objective.

Roles

Game Designer
Gameplay Programmer
Business

Tools

Unity
Figma
Notion
Milanote

01. Context

one_more_file_ was developed in person during the regional stage of GameJamPlus 26/27, in 48 hours, by the Society Games team of 5. It was our second jam together, after Cheshire Rampage. The edition had 130 participants in about 30 teams.

We chose the theme “One More Time” and created a roguelite platformer where the player is a computer virus that must infect computers before the antivirus eliminates the threat.

The core loop is short: spawn → collect files → time runs out (antivirus strikes) → buy upgrades → spawn again. Upgrades make the player more capable of exploring the map, collecting more files and finally reaching the end of the level.

02. My Role & Responsibilities

I worked as Game Designer and Programmer, and also handled the pitch and communication with mentors.

Game Design

  • Defined the core game loop.

  • Designed the upgrade system and how it shapes progression.

  • Held and defended the game’s vision when new features were proposed.

Programming | Unity

  • Implemented and refined character movement.

  • Implemented the user interfaces.

Documentation & Collaboration

  • Prioritized future implementations with the team.

  • Documented mechanics and systems in simplified form on Notion for the team.

Business

  • Created and presented the pitch at the awards ceremony.

  • Acted as the team’s liaison with mentors, collecting feedback and discussing possible improvements.

  • Reached out to mentors about opportunities for the game.

03. Design Challenges & Solutions

After Cheshire Rampage, where rhythm as the core mechanic cost us too much time, we set clear goals before the jam started:

  • A playable prototype within 12 hours, so mentors could give early feedback.

  • A simple “toy” with uncomplicated mechanics, easy to build and understand, to grow from.

  • Work within the team’s skills.

  • Have fun and make the most of the jam.

How we put those goals into practice:

  • Resisting scope creep during ideation: in the first hours, every idea feels like a good one. We picked the theme that best matched our skills and went back to our goals, which led to a consistent idea within the first hour.

  • Prototyping fast: reusing code from previous prototypes and placeholder art, we released a playable prototype at the end of the 13th hour.

  • Feedback-driven iteration: with about 34 hours left, we collected feedback from mentors and other jammers, prioritized it and refined the game step by step.

  • Juice as a final pass: on the last morning the game was nearly complete, so we added juice, something we missed in our previous jam.

04. Results & Learnings

We placed 3rd overall in what was the most competitive edition in GameJamPlus history. The game was very well received by mentors and jammers, and also by friends and family who tested it after the jam.

What I learned:

  • Build a toy early in a jam.

  • Prefer simple, easy-to-implement mechanics from the start.

  • Think about experience and replayability first.

  • Listen to experienced mentors: their feedback is essential to a good product.

Related Content

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