For this jam, I'll be making a twine game with a linear story following the struggles of Milie-34, a clone made for war who must learn to cope with their trauma and their aversion for touch, while reconnecting with the humanity that used to be denied to them. As a trainee in the military branch of the foreign nation that welcomed them, Milie's story will focus on their relationship with Huan-Yue Liang, a fellow trainee and self-proclaimed rival who sees Milie's previous training and experience as a challenge. As the two get to know each other and connect, the player will have a few choices allowing them to determine whether or not Milie is okay with touching Huan-Yue or being touched by her, in a few different contexts. Neither options will ever be presented negatively, as the choices will be about Milie's agency, rather than any "make the right decision" type of choices.
All the characters in the story will be asexual, though of course the story is centered on Milie and Huan-Yue, who will be the ones discussing and exchanging on their pretty different and opposed perspectives.
I expect a few challenges when it will come to writing this down. First of all, I don't identify as ace myself, so while I'm confident in my writing abilities, I would be more comfortable having someone who's ace taking a look at the story before I publish it for a jam centered on that very subject. If you're interested, let me know (you can message me on the Discord server if you wish), otherwise I'll probably ask around on Discord once I've finished writing the first complete draft of the game.
The second challenge that I'm slightly worried about is the amount of lore I need to introduce to explain the context that the characters inhabit, even if I try to keep it to the relevant bare minimum. Ironically, I never worried about this for my previous game, The Wolf's Shephard, where this was the opposite of a problem because its fantasy lore was very "personal" in nature, and could be introduced piece by piece to directly inform the characters' relationships. With this new project, the sci-fi lore has to mention things like the vague history of entire nations just to set-up certain scenes and basic characters introductions, and without necessarily immediate emotional pay-offs, which makes TWS's efficient approach to lore difficult to emulate. Anyway, I'll continue to think about this as I write in the following month.
Edit: ... Oh yeah, third challenge: I still haven't found a title for the game!