"Nothing can go wrong".
That was the theme of Brackeys Game Jam 2025.1, a very challenging theme for a game jam. For those who don't know - this is a competition where you have 7 days to make a game adhering to the theme. In this devlog, I walk you through my ideation process, how and why I settled on this idea amongst them all.
How it began
When I first saw the theme, I wasn't feeling it to be honest. I already am juggling the development ofHavendock andStormbridge as a mostly solo dev. So the thought of participating in a game jam was neither high in my priority, nor under consideration.
However, as I went to bed on Sunday night, I could not help but think of a few ideas for what I would make if I were to participate in the jam. I wasn't 100% sure yet, so I just let my brain flow with the "what-if" scenario.
My brain seems to be most active at 4am, because it came up with four ideas instead of doing its job, which is sleeping. The four ideas were:
I've never made a game about aliens, so it is strange that 3 out of the 4 ideas I came up with involve aliens. Was I watching too much X-Files? Anyway, the people I shared my ideas with seemed really interested in #3. But I wasn't. I felt it was a little similar to Havendock, not that it was a bad thing. But I just didn't really want to make another Havendock.
I liked the AI idea because it seems cool to make an upgrades game about slowly turning a cheerful city into a dystopian one. It's quite funny and meme-able in the current era of AI boom.
I also liked #2. I imagine it as a super funny game where you also occasionally get drunk, so every option is a bad option that insults the aliens. I think it's such a hot take on the theme that I'd go for it for the LOLs. This was my second favourite option and I wish I had time to make this game too.
Ultimately, I went with #1, as it presents the theme most strongly.
My rationale is as follows.
Whenever you see a bomb in a movie, you know the stakes are high. A bomb is a dangerous thing. Everyone knows that, so making the bomb a central 'character' intuitively paints a clear picture in every ones' minds.
However, I wanted to exaggerate it even more. How can we make this scenario even more ridiculous?
That's how I came up with the idea of the overheating concept. You're building it in the middle of a city. While aliens invade. And while the bomb is about to meltdown. That created a diabolical scenario. So I distilled that down into a paragraph, created a Notion page titled "Nuclear Defense" with all my notes.
Your job is toconstruct a nuclear bomb in the middle of a city, to end an alien invasion. What could go wrong? Thebomb generates energy to build defenses, but tapping into that energy increases its temperature, risking explosion. The game tempts you withattractive rewards at cost of raising bomb temperature like Overdrive. If temperature too high, kaboom.
Genre: Chaotic, Risk-reward TD roguelite with temperature management as core mechanic.
And the moment I wrote that description, that was when I knew I was going to make it. It was too enticing of an idea to pass on it.
And that was when all hell broke lose. My brain started coming up with a shark-ton of ideas:
And now my motivation was at an all-time high. It was 7am and I could not freaking sleep because my brain couldn't wait to wake up and make this game. I didn't even want to tell my coworkers because I knew I'd get some eyebrows for starting a new project while Havendock's 1.0 is due to deliver in 1.5 months. However, I was pretty confident of my execution. Either that, or I had dunning kruger :P.
Maybe I can keep it a secret from my team - but well who am I kidding, I told all of them the next day because I can't even keep a secret from myself when I'm this excited about a new game idea.
Before I fell asleep, I wrote down one final idea.
I just thought it was funny and an irony on the theme's take. I loved it so much.
Thus, this is my final interpretation of the theme, with Last Fuse's final game design:
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The theme is about exaggerating a scenario so ridiculous that it’s almost guaranteed to go wrong.Building a bomb is already a risky proposition—building it in the middle of a city, under attack, while it’s slowly melting down? What can go wrong.
The twist:to win, you must juggle these escalating crises with perfect execution. But just when you think you've won, the game throws you back, with5 possible endings, ensuring there’s always another challenge (or a way to go wrong).
Plus, every in-game dialogue choice includes a “Nothing can go wrong” option, constantly reminding you thatperfection is the only way to survive this absurd, high-stakes situation.
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And to finish off the half-sentence from this post's title. It's an unexpected idea from my4am brain. Yes. It's now time for me to go to bed. You really don't wanna know what time it is for me now!
(I also wonder how idea #2 would turn out - as a me in an alternate universe would've loved to make that game!)
With the core idea set, I woke up the next day with a clear plan of what I needed to do and my execution strategy for the coming week.
As I hit the 'Create New Project' button, I was prompted to enter a project name. That's when I realised I needed a name.
I needed a cool game name, and 'Nuclear Defense', which I came up with the night before, wasn't the best. Sure, it tells you the genre and the main 'character', but it sounded like a standard boring TD game. Like someone spent 10 seconds on the game name - which in this case, is true!
After ideation, I had 3 options I loved.
I rolled a virtual dice in my brain and went with Last Fuse.
The end.
Note: The game is currently on v0.3, but I will walk through each version and what changes because the earliest iterations are the most fun to discuss - it's where critical decisions are made that shape the game's future forever to come.
If you have played the game, please lemme know your feedback!!!
Build a nuclear bomb in the heart of a warzone—push its power, but don’t melt down.
Status | In development |
Author | YYZ |
Genre | Strategy |
Tags | 3D,City Builder,Indie,Management,Real time strategy,resource,Tower Defense |