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O2A2 2025 FAQ Sticky

A topic by Stella @ MakeVisualNovels created 48 days ago Views: 1,907 Replies: 23
Viewing posts 1 to 15
HostSubmitted (1 edit) (+8)(-1)

Welcome to the jam! Once you've read the rules on the main page, here are some more specific cases to give you an idea of what you can work with.

If you can't find your specific case or situation, feel free to ask below!

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GENERAL CLARIFICATIONS

You can:

  • have more than a single choice or fork in your VN/story
  • use your existing universe so long as the player does not need prior context to understand your entry
  • have unlimited solid color backgrounds in menus and in-game generated by the engine, alongside your illustrated BG
  • use Text-To-Speech without impact on any audio limits
  • use any freely available asset (paid, Creative Commons, and others)
  • provide additional information on the VN's website including separate character drawings, backstory info, banners and cover images, provided they don't make diminish the VN-only experience
  • use your own existing assets not specifically made for a VN/game (e.g. vacation photos, childhood drawings, old poem)
  • use previously created custom menu styles/GUI, even if they appeared in other games before
  • submit NSFW/R18 work, provided it's tagged/flagged appropriately
  • create additional simple shapes by code (e.g. squares, circles, etc.)
  • draw an image by code, but only when the results are equivalent to having a single sprite and single BG
  • prepare code for basic VN functions (e.g, skip, auto-forward, text history, save/load, etc.) in your engine of choice
  • use any engine to create a game that is considered a VN first and foremost (e.g. due to the required assets needed, an engine such as any version of RPGMaker would not be allowed)
  • update your game after the jam is complete (we highly recommend making it available as a separate download for posterity's sake, but this is not necessary)

You cannot:

  • use sprites, backgrounds, scripts or other assets made or commissioned for a different VN/game project before (even if it's unfinished or unreleased)
  • Use generative AI in any aspect of your production or pre-production.

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ONE SPRITE

It is within the rules to:

  • have many facial expressions for the sprite by changing eyes, nose, eyebrows and mouth
  • have many off-screen actors / characters, so long as only one is visually represented by a sprite
  • have a character sprite that includes a separate auxiliary character that does not feature in interactions (e.g, a woman holding a baby, a pirate with a parrot, blind person with dog)
  • have multiple "characters" associated with one sprite, as long as those are all a part of that singular entity (e.g, a medusa with talking snake hairs, a person playing with sock puppets on their hands, etc.)
  • have a "suggestion" of another character represented by a shadow or a reflection with very vague detail (see Illustration/CG rules)
  • have an "extra item" which is a single non-central element that will be hidden (man loses a hat, child's balloon flies away) or appears. 
  • have a single alternate movement of a single body part that is drawn differently (head, single arm) so long as it doesn't change the pose, and so long as the VN does not also use the allowed "extra item"
  • use the single sprite for twins, clones, ghosts, swarms, etc.
  • mirror and otherwise transform the sprite in game
  • show only a portion of a sprite, including cut-outs or zooms.
  • have an inanimate object as the sprite (e.g. UFO, a portal, a robot)
  • having multiple small ambient objects as the sprite (e.g. adding traffic to the city, searchlights to prison)
  • fully or partially assemble a sliced up sprite in game, and apply effects to individual elements (e.g. a snowman's head)
  • animate parts of the sprite to achieve effects of breathing, bobbing their head, or other idle animation (this includes the usage of programs such as EmoFuri, Live2D, or Spline which do not require drawing new frames)
  • create minor frame-by-frame animations involving features of the face, such as blinking or mouth movement

You may not do the following:

  • have multiple changes of clothes for the sprite, or any other separate layers that overlap with their non-transparent parts
  • use a sprite overlay to vastly transform the background (e.g. pre- and post-war city)
  • create extensive frame-by-frame animations of the sprite outside of parts of the face (e.g. snapping fingers, turning a hand around, etc.)
  • change the sprite's pose significantly (e.g. move the torso)
  • drawing alternate forms of hair or shaded clothes for any movement

Illustrations (CGs) can:

  • be used instead of a separate sprite and background
  • feature a character with expression changes and other alterations analog to sprites
  • feature simple crowd silhouettes, or suggestions of people without identifying details

Illustrations (CGs) cannot:

  • show multiple people in high detail
  • show a silhouette next to a fully shown character

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ONE BACKGROUND

It is within the rules to:

  • use the engine's built-in functions, code, or scripting to alter the background (e.g. blur, night filter, mirroring) 
  • have a small looping animation (e.g. inside of train with passing scenery, waterfall)
  • use zooming, panning and cutting around a larger image
  • reveal previously obscured information or areas through pans, zooms and cuts
  • use layers to show a sliced up an image as a single background (no opaque parts of layers can overlap)
  • use custom particle effects, so long as there is only one type of particle being used (e.g, cherry blossom petals, fire, etc.)

You may not do the following:

  • create secondary versions (via multiple separate files) of the background image (e.g. blur, night version)
  • use masks (via multiple separate files) to create secondary versions of the background image on screen
  • use an image which is created in such a way that focusing on segments effectively changes scenes
  • remove parts of a background to create a new scene, even if parts of it were seen in the original (e.g. there is a wall a window with a view outside, and then that wall is removed so the scene is now outside completely)

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ONE THOUSAND WORDS

When in doubt, pure words counted by Google Documents are to be taken as standard. 

Counts against the 1.000 word limit:

  • foreword / afterword / author's notes
  • text of all the VN's branches combined
  • text of choices
  • images of letters or longer-form text
  • any additional parallel language / translation
  • custom menu items like "Start your adventure" instead of "Start"
  • emoji-only statements (count as a single word)
  • emoji made of words (count as the amount of words in the emoji)
  • ellipses (a freestanding ... is considered a word by most word processors)

Does not count against the 1.000 word limit:

  • minigame using words if it's purely a game mechanic (does not advance story)
  • chapter names, even if displayed on screen
  • signs, posters, even if they relate to the story
  • short factual glossary, if explanation cannot be reasonably provided in game
  • in-game content warnings
  • credits, help / controls
  • user input text
  • emoji used to only accompany and reiterate a word or statement
  • repeats of blocks of text achieved by scripting (e.g. common route, recurring dream)
  • surplus text generated from a base text that is within the word count limit (e.g. chat bot, AI generator)
  • name tags, so long as they are not directly conveying narrative
  • image captions intended to describe visuals to players with low vision conditions for accessibility

Concerning the last point, please utilize an engine's accessibility features and do not abuse image captions to add to the narration in a way that moves it forward. We trust that participants will consider making their games more accessible to low vision readers in good faith.

If you are using Ren'Py, we suggest npckc's Caption Tool in order to add image captions to your game.

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ONE MUSIC TRACK OR ONE AMBIENT BACKGROUND NOISE

It is within the rules to:

  • use a looped sound effect acting as ambient background noise (e.g. rain)
  • use a track with multiple melodies / styles, if it existed prior to the jam, and only a single segment is looped, with another segment looped only for a special short segment / occasion.
  • alter the pitch or speed of audio via code

If an ambient audio file you create or find has multiple sources of different audio (e.g. a storm may have wind, rain, and thunder) and you do not control the timing of the other recorded audio, this all counts as one ambient track. If you do control the timing of other sounds, this counts as your sound effect.

You may not do the following:

  • create or use a track by combining composed music and ambient sounds
  • use a mash-up or mix of multiple songs with timed transitions (megamix, medley)
  • have additional menu music that loops (if the VN also has in-game music/ambient noise)

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ONE SOUND EFFECT

The single sound effect...

  • can be used multiple times
  • cannot be looped continuously (if yes, it counts as background noise per the last section)
  • can be made by a person different from the voice actor (we consider this to be a foley sound)
  • can bed altered via code

This limit does not apply to interface sounds, which are considered part of the GUI. Having different sounds assigned to button hover, activation, etc. could be an accessibility feature for low-vision players, as that's audio feedback for different actions.

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ONE VOICE ACTOR

Your entry's single voice actor...

  • can use use variations of voices
  • can have their voice modulated and processed to create completely different sounding voices
  • can be replaced by sound effects / beeps processed to act as voices (this does not count as the sound effect)
  • can speak lines not part of the VN's text, provided they don't go over 1.000 words combined

Regarding usage of voice beeps in lieu of voice acting: you may create different beeps per character as long as it remains consistent to that character.

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SPLASH SCREEN / MAIN MENU / GAME MENU ART / GUI 

The main menu / title screen background is now considered part of the GUI and thus is not beholden to many of the previous year's restrictions.

It is within the rules to:

  • display multiple splashscreens before the start (e.g, for the jam, engine used, studio logo)
  • have multiple variations of the title screen / game menu background
  • show as many characters / objects as you'd like
  • show a different location from the one in the game
  • use a combination of the sprite and background or the one CG as the main menu
  • have multiple typefaces

You may not do the following:

  • show any part of the main menu in the flow of your script if it is different from the assets in the game

Regarding image buttons that appear to be objects: these buttons should only appear as a choice, and the images should not appear again in other parts of the game due to the fact that this can be abused to bypass the item/arm/head change limit.

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ONE THUMBNAIL ART 

The restrictions for the itch thumbnail for your game's preview have now been relaxed, as we recognize that it is an important aspect of marketing your game to potential players. It is within the rules to:

  • show as many characters as you'd like
  • show a different location from the one in the game
  • create any animation for it, even one with multiple frames of animation

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ONE PROJECT

One person in the O2A2 jam...

  • can only be the primary creative lead for a single project (e.g. producer, director, author)
  • can additionally be a secondary creative contributor for someone else's project (e.g. draw a sprite)
  • can further collaborate on other projects in a non-creative role (e.g. coordination, marketing)

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OFFERING WEB BUILDS OF YOUR ENTRY 

If you offer both a web and downloadable version of your game, you may optimize effects (e.g. video backgrounds) for the web build as long as the downloadable version follows the rules. You may want to note differences between versions if applicable. Please follow this rule in good faith.

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OMAKES AND FANDISC RULES 

An omake means "extra," as in extra/bonus content for source material that you own or have permission to develop for. Fandisc is another term for the same concept.

It is within the rules to:

  • reference assets from your main game to create new assets (e.g. redrawing a sprite or BG, making a remix of a song, etc.)
  • reuse code from your main project to expedite development (e.g. recycling animations, code for setting up images, etc.)
  • use the same GUI from your main project

You may not do the following:

  • directly reuse any non-GUI assets you have created for your main game

We highly suggest writing your omake in a way that those unfamiliar with the source material are able to enjoy it, but this is not a requirement.

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FANGAME AND DERIVATIVE WORK RULES 

Fangames or derivative works are generally unofficial works based on source material that you do not own or have express permission to develop for. The O2A2 Jam Hosts are not responsible for any cease and desist notices for individual entries should they occur.

It is within the rules to:

  • adapt an existing fanfic or other work you created or have permission to use into a visual novel format

You may not do the following:

  • directly reuse any assets from the official source material (this is piracy!)

We highly suggest writing your fangame in a way that those unfamiliar with the source material are able to enjoy it, but this is not a requirement. For your protection in the majority of cases, we also suggest turning donations and PWYW off for fangame entries.

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TRANSLATIONS/DIFFERENT LANGUAGES

In the case that you want to release a game in several languages: the restrictions on 1k words and the one VA would apply to each version.

It is within the rules to:

  • make a game with several languages, where the text of each version does not surpass 1000 words.
  • use a different VA for each language.

You may not do the following:

  • use more than one of any other asset that is not affected by having different languages in the game.
Submitted

Thank you so much for this handy FAQ! We had another, more specific question regarding the limits on VA/using “beeps” for a character…

If we wanted to create our own “soundbank” to replicate how Animal Crossing characters speak “animalese”—would that all be considered “one asset”? Or because that “soundbank” would be made up of many individual sound files (a sound for “a”, a sound for “b” a sound for “c”, etc) would that not be permitted? 🤔

Thought we’d ask! Thank you so much!

HostSubmitted

I'd let that in, personally, but only one distinct voice.  You can pitch/shift the voice like they do in , but no unique tones, or variations per (person) character.

Submitted

Got it! Thank you so much! 💜

Submitted

Would a plural system, represented through a single sprite with multiple expressions to signify which member of the system is fronting, be acceptable under the rules?

HostSubmitted(+1)

Most likely, yes, as long as there is no significant changes to the pose.  Multiple characters are allowed in the text, so it wouldn't be much different from having an unseen character saying something, asset wise.

Submitted(+1)

Is there any specific guidance for how much a live2d character can move? I assume raising arms would be too much motion, but would wiggling side to side or shaking/bobbing a head be okay?

and how much leeway is there with regards to “expressions” when it comes to emoting for non-human characters without eyes/mouths/ect? Could anything that doesn’t majorly alter the outline/majority of the asset of the character count as an “expression change”?


(if it helps contextualize, I’m not trying to stretch the rules too much, but the limits inspired me into imagining playing with wiggling a low feature character around to see how much emotion i can wring out of basically shaking a doll around lol)

HostSubmitted(+1)

Live2D should be fine, just try to avoid anything that would significantly alter the pose.  Head shifts/turns, eye movement, tils and such of body parts are fine, but if you need to replace body parts(e.g, swapping arms) in order to create a pose you wish to use, it would likely violate the one asset rule.

Use your best judgement on non-human characters.  I won't likely be overly critical as long as the spirit of the jam was attempted.     

Hey! We were wondering--instead of a voice actor, we wanted to use text blips dialogue sounds (like Phoenix Wright), it's 1 sound file but it automatically conforms to the speaking line in Ren'py. Does this count as a voice or a sound effect and is it something we can use? Thank you!

Submitted(+2)

Hi! The Voice Actor section of this FAQ says "[voice acting] can be replaced by sound effects / beeps processed to act as voices (this does not count as the sound effect)" so it seems like you can use that as a voice (but I'm not the jam host so I might be mistaken ^^;)

okay!! ohhh I must have missed that haha, thank you!!

Submitted

Hello! This may be a bit of a specific question in regards layered backgrounds. I understand they're okay, as long as it's still one background and it doesn't change drastically. Is it okay if one small element of the background disappears after a certain point? (Say, a small bag, but the rest of the background stays the same)

HostSubmitted

This would probably violate the bit about composite backgrounds not having multiple overlapping elements, sorry.

Submitted

Hello, for the "one sprite" rules, we were thinking to use a book as THE sprite (there will still be the player character but the sprite won't be shown). And we'd like to show the book opening different pages and the text within. But since the sprite will be changing (from close to open, and the different text for different pages) does it count as the character changing a pose or is it allow?

HostSubmitted

It would most certainly count as separate assets, as you'd need to render it closed and open.  Depending on what you have on the pages themselves, that could also constitute multiple assets.

Submitted

Hey! Is it okay to add simple emotes on a non-human character to express emotions and what not (without changing the rest of the sprite)?


example art of a non-human character with emoticons

It's fine if it's not acceptable, I'll just have to challenge myself by writing better (or by wriggling the character all over the screen like Citizen Abel said XD)

HostSubmitted(+1)

I'd let it through.

Submitted

Thanks!

Submitted (2 edits)

Hey sorry for having another question TT, I just want to clarify two things.
1: What if my character is holding a book and can I remove the book? the character will still be in the same pose, just that the book will be gone.
Edit: I reread the rules and found that "non-central element" is allow to appear and disappear, but what really count as a "non-central element"? Does it still count as "non-central element" if the book is important to the story?
2: For the one voice actor rules, I can cast the same voice actor on two different character, right? And the voice will be altered abit.

Submitted (1 edit)

Hello! I've made a background with a crowd of people moving but have some of the other figures shaded differently and moving in an alternate fashion to add depth. Is this in violation of the composite backgrounds rule? If so I can either make the darker shaded crowd move in tandem with the lighter shaded crowd or just remove the darker shaded crowd entirely if needed.

Howdy! I had a quick question on how much lighting change I would be allowed to make to the same sprite without it violating the rules. The effect would be a general airbrush layer effect on the original sprite to create glows, or a shadow layer + eye glow layer to play with lighting like theyre blending into the dark. Does this violate the one sprite rule? Originally I was going to do an flicker animation just by brightening the glowing spot without detailed lighting touchups to the sprite, but after reading the FAQ's assume thats too close to being frame-by-frame?   



Submitted

Good morning, I have a few questions regarding the Background & Sprite sections of the rules.

1) Would it be within the rules to have the clouds within the backgrounds move from left to right (the animations are programmed within RenPy)?

2) There will be an object on the sprite, that will be hidden during the story (the cigarette). Would it be within the rules / allowed to animate the smoke in two frames? There won't be any other alterations to the Sprite aside from expression changes & blinking.

3)  Would it be alright to do layers within the background if the background doesn't change within the story? (No new objects, no time alterations etc.) — to create a depth & blur effect during animations within renpy.


Via the Google Drive Link provided below, I added some examples to each of the questions:
https://drive.google.com/drive/folders/1gdsWvJXtvrNyw4o4oughF0D-LB9mkfk9?usp=sha...


I would be happy about a swift reply, thank you so much!
Best regard

Not gonna lie, this week got pretty busy.  Any chance that you might extend the deadline or accept entries shortly after it closes?

Also, is it possible to have one background and two static characters on screen, or must it only be one character at a time engaged in dialogue?  Sorry for all the questions--I want to get this juuust right.  :)

Submitted

I know you've answered a question about voice beeps before, but the wording is still confusing to me. Are different characters allowed to have unique voice beeps (for example, our game will have two characters, so each would have a unique audio file associated for a total of 2), or is the rule that one type of beep can be manipulated to represent different characters (i.e. a higher pitch for one, and a lower pitch for the other)?