Bomb Voyage is a group project created for Brackey's Game Jam 2025.1, under the theme "Nothing can go wrong...", with the goal of making a game where nothing must go wrong, although, it eventually does.
The Game Jam ran from February 16 to 23, 2025. Despite the short timeframe and our limited experience, we embraced the challenge and learned a lot about the production pipeline. As our first-ever game-jam submission, we focused on delivering simple yet highly replayable gameplay. Our brainstorming led us in many directions, such as a single bomb with many steps of defusing, PvP bomb battles, and many more, but ultimately we opted for quick, randomized minigames centered around ridding bombs of their peril.
Shaked Levy: Art, co-developed game design, and composed the music.
Amir Pepper: Recorded, edited, and implemented sound effects.
Ilay Shlomo: Producer, planner, designer, and programmer.
All of us are Game Design & Development students at Mentor College. We viewed this Game Jam as the perfect opportunity to collaborate as a team and produce a polished game, from the planning stage all the way to release.
Importantly, we chose not to use AI tools such as ChatGPT, Midjourney, or any others. We wanted this game to be fully our own and to learn from every step, which is something that is harder to do when using AI tools.
As producer, designer, and programmer, I oversaw project management, shaped core gameplay ideas, and implemented them. Balancing this workload alongside personal life was challenging—but it helped me grow in responsibility and organization. I sketched out the core minigames on paper before translating them into mockups in Miro, guiding our design process clearly from the start.
We used an inheritance-based architecture: each minigame prefab derived from a shared template containing animation and layout logic, while individual behaviors and data were defined in their own components. This modular approach allowed seamless access to each minigame via the GameManager.
Through this process, I learned a lot about Unity’s Canvas and UI systems- anchoring, layout flexibility, buttons and images, which were previously new to me.
Working collaboratively: First and foremost, I had to learn how to use GitHub efficiently to be able to collaborate with the rest of the team and help them whenever they needed help to use Git. In addition, I independently learned about Unity's Canvas, along with correct anchoring and settings for the intended project.
That being said, there were not many bugs along the way, because of how thoroughly I had planned the entire project- not just the gameplay itself, but also the scripts and the way they communicated with each other, to my best ability back then.
While the end result is far from perfect, I am very proud of this small game and how it turned out to be, considering the time limit we had and how little we knew about game developing back then, both from coding perspective and from managing a project.