Quick answer: The biggest game jam mistakes are overscoping, not testing on other machines, no time buffer, and ignoring crashes, fix these by scoping tightly and testing your build before submitting.
Game jams are time-boxed and intense, and common mistakes ruin an otherwise good entry. Here are the most common game jam mistakes and how to avoid them.
Overscoping the Project
The most common game jam mistake is overscoping, planning more than you can build in the time, so you run out of time with an unfinished, buggy entry. Ambitious scope feels exciting but leaves you scrambling and shipping something broken.
The fix is scoping tightly: build something small and polished rather than large and broken. While Bugnet is not a scoping tool, the principle, finish a working game, not an ambitious broken one, applies, and capturing any crashes lets you fix the worst before submitting even under time pressure.
Not Testing on Other Machines
A second mistake is testing only on your own machine and submitting without trying the build elsewhere, so it crashes or fails for judges and players on different hardware. Your machine is not representative, and a jam entry that crashes for judges scores poorly.
The fix is testing your build on at least one other machine before submitting. Bugnet helps by capturing crashes from the field, so if your jam entry gets played on various machines, the crashes players hit become visible, letting you fix them in a post-jam update even if you could not test broadly during the jam.
Leaving No Time Buffer
A third mistake is leaving no buffer time, working until the deadline so a last-minute bug, build failure, or submission problem cannot be fixed. No buffer means any late issue ruins your submission.
The fix is leaving buffer time before the deadline for building, testing, and fixing. While time management is on you, capturing crashes lets you quickly identify and fix the worst issues in whatever buffer you have, prioritizing the crashes that would most hurt your entry.
Avoid the big game jam mistakes: overscoping, not testing on other machines, no time buffer, and ignoring crashes. Scope tightly and test your build before submitting.