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Art Week 04

Theme: "Circus" // 14th - 23rd August 2025

Posted on 13/09/25

You know the drill. We met on the first and on the final day, hanging out in the park and showing each other what we have created. This marks the second time that we have held a public art week / art jam and it has been a great success. Who would have thought people like a picnic in August more than in December? The theme this time (circus) has managed to inspire us in opposite ways. Some of us have seen it as an excuse to take themselves less serious and others as an invitation to drag reality on stage, examining it under harsh spotlights. Be you jester or just a fool, it's showtime nonetheless!

WHY CREATE by Usch and Dino

Why Create? asks the question why YOU make art.

This project pushes the boundaries of the concept of how a circus can be interpreted. A play? An entertaining show for the viewer? Dressing up as a clown? Three souls trapped in a cage, revealing some sort of interspection. Again and again, I try to find meaning in the simple things. It's hard to find words when asked so sincerely.

Click here to play the game in your browser

Giraffe Jesters by Good Ceasar

Alex Vanova

Wound up by David & Felix

in this game you are a clown who has to insert gears and parts in order to assemble a wind-up toy-elephant - while being watched by a clown-inspector.

making this game gave me (david) a real appreciation of the craft that goes behind the work of Bennett Foddy. it feels like it should be so easy to make a physics-based videogame. the engine takes care of all that already right?

my first attempt was just exporting out the 3D-model and have the colliders be the same shape - this did not work at all. it took me about 10 more tries of simplifying the geometry of the collider, tweaking the mass, friction and velocities, until i could get even one gear to fit, and without everything devolving into chaos. why does it feel like a modern game-engine isn't meant to do these things and how do some games make it seem effortless?

clowning around was also really fun :)

Felix: Music and Clown Inspector David: Programming, Art and Clown Assembler

Download the game here:

ArtWeek Version this version can not be finished - to move on to the next cutscene press the "enter" key

Final Version intro + new music track + end cutscene

The Masquerade Circus by Paul

DOWNLOAD HERE: https://stern32.itch.io/the-masquerade-circus (if its still password locked when the post goes up: password is 'coolio') SOURCE FILES: https://github.com/pane111/Circus-Game Feel free to use the project and its assets for anything you like, as long as you credit me.

The Masquerade Circus was a very ambitious project for me. One of the things that I've been wanting to improve about my games for a long time now are the visuals - specifically, I wanted to have more detailed sprites and more elaborate animations.

This was one of the goals of TMC, and I think I succeeded at what I wanted. The character sprites have a lot more effort and detail put into them than in my previous games, and I think the environments look very nice as well.

I also made four music tracks for the game which I think all turned out pretty good, a definite improvement over what I've made before (you can download the soundtrack on the itch page as well!) - I wanted to focus specifically on experimenting with more styles and instruments/effects, and to make the music more complex than my previous works, with more layers and transitions.

Although I had to rush the game quite a bit towards the end, I'm very satisfied with the results - TMC looks pretty much exactly how I wanted it to, and I had a lot of fun creating it!

Next time, I hope to once again experiment with new tools and ideas (and maybe even finish the project without rushing it at the end)

-Paul

CIRCUS_FUNNY_HARDSTYLE_EDIT_UNMASTERED_UNMIXED_NO_BITCOIN by Odessa

Funny Faces by Emilia

I started into this jam with the goal to finally learn Godot. I could evade it so far but seeing as we're planning a bigger game project in Godot soon, I felt the time has come.

I wanted to make something wholesome and fun. A flash-like makeup sim wasn't my first idea (it wasn't even really mine at all, David came up with it at the park), but it sounded like a fun little challenge. Nothing too serious. I wanted to channel the intimacy that applying someone else's makeup usually summons. Being so close, silent, focused. It's a strange feeling. Unfortunately, I got really sick and didn't have any time for sound effects leaving the game feeling one-dimensional in my opinion. welp. Here's the version I managed to make in the timeframe :o)

Poster: Emilia Video: David

Clowncount: 11