First, winners, congratulations! You guys deserve a big round of applause! Next, thank you judges and staff of the contest! Awesome job for running it! It was a wonderful platform of fun and learning for us devs. We do hope you continue this tradition next year. Lastly, while it’s still fresh in our heads, I think it’s time for us contestants to give feedback regarding the contest itself. I love this community so I want to see it flourish too. And a better contest means a better platform for all of us. There’s criticism here, but see this as useful feedback from your customers. So, IGMC 2017, here is your review: PROS Really liked how judges feedback were posted on the game page. They’re very helpful. It’s obvious how much effort they put into playing each game. I am impressed. Two thumbs up! I liked how it focused on just the RPG Maker engine as this differentiated the contest from other more general ones. There’s plenty of multi-engine contests out there, so that’s why we should keep this a RM only one. Of course, it’s most likely we’ll have a VNM category next year, yeah? Anti-cheating measures were stronger this year, and all games got equal exposure due to the random ordering. In addition, with a good number of rtp based finalists, there appears to be no bias toward those with custom art, but rather the judges focused more on gameplay. In general, this contest was more fair to everyone. A big plus! CONS IGMC 2017 was, imho, a much smaller event than the previous two. I am sure it must be because of budget considerations, but from a buzz generating and brand building perspective, 2017 just didn’t have the festivity and excitement of the other ones. I mean in the first one we had celebrity judges, and in the second one we had plenty of drama, scandals, and fights. We even had people running mini promo events and giving away prizes for crying out loud. Very entertaining. This year, the only big “event” was @bgillisp ’s Secret Santa (btw Thanks for running it! Much appreciated.) (Oh...and there was the Protest Vote event, which was quite funny actually.) For me, the bigger the contest the better! Why so? While a smaller pool increases the chances of winning, it’s not all about the money. The money’s nice, but it’s not like we’re talking about a million dollars here. For me, doing the contest is more about matching up against the very best. So the bigger the competition, the greater the incentive. A pro is also a con. The blind voting greatly reduced cheating this year, but at the same time it lowered the excitement of the “race.” While in previous contests there were some, shall we say, suspicious voting patterns, it was also very exciting to watch the numbers climb on your own game. This could be good or bad. Something to think about. The contest was too short. This should really be extended to 2 months. From a manpower perspective, it doesn’t cost Degica that much extra workload, and a longer dev period will give you more higher quality games and allow more people to join, which may translate to more successful brand building and sales. So peoples, feel free to chime in too. What did you like about this contest? What do you think could be done better next year?