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Idea/theme sharing

A topic by Sealed Library created May 14, 2020 Views: 2,170 Replies: 94
Viewing posts 1 to 20 of 34 · Next page · Last page
Jam HostSubmitted(+2)

Hi folks,

I thought I'd get the jam going by sharing my game idea for the jam, and encouraging you to do the same. If anyone wants to bounce ideas around more privately, you can DM me on Twitter too @iammattsanders. I know Chris (@pangalactic) is up for the same.

I'm planning on writing a game tentatively titled Fake Guru, Real Vice. You play a millionaire self help guru who has everything, but is totally trapped by all their dirty secrets and vices. They're beginning to lose control of that and the experience is seeing how long you can keep those secrets under wraps and what eventual end befalls you.

I think it's a game that'll need some heavy content warnings because I'm obviously opening a Pandora's box of dangerous themes with this and one of the challenges in writing it will be handling the content right. I'm definitely excited about exploring the idea of someone who isn't physically alone, but is surrounded only by sycophants and leeches and has to confront the enormity of all the dodgy things they've done. After the first two games were about someone who was actually alone I wanted to take things in a different direction.

HostSubmitted(+3)

So in the spirit of sharing - the game I'm working on is called Bitemarks & Bloodstains. Where The Wretched was my attempt to distill Alien down into a journaling game, this one is an homage to films like Red Dragon and Se7en

You play an investigative journalist one the trail of a ritual killer. You're trying to build a psychological profile of the killer to be able to identify them and get a scoop on the killings before the police get there first, but in the process you begin being hunted by the killer.

I'm changing up the formula with this one, introducing multiple oracles and allowing the tower to fall a couple of times before the end of the game. Each time the tower falls the killer strikes again, and you move on to a new set of oracle cards as you investigate the new killing. I know a few other people taking part in the jam have made changes to how the mechanics work - one game I can think of that's being written has the player building the tower from the base rather than pulling blocks from a fully-constructed tower, which is awesome! I'm really keen to encourage experimentation with this stuff, so if you're working on something interesting let us know!

And, as Matt said, if anybody needs any help or wants to throw ideas around feel free to get in touch. There are a lot of people in this jam who have never written games before and I'm more than happy to offer any assistance I can.

Looking forward to seeing what people are cooking up!

(+2)

Oooh. I really like the idea of multiple oracles. That's a really good fit for escalating or changing situations.

HostSubmitted(+1)

Yeah I'm really enjoying playing with the format in that way! The issue I'm having is making sure the game doesn't go on for too long, so I'm trying to balance the number of pulls etc. One mechanic I'm stealing from Rose Quartz is having the player twist the tower like a helix after rebuilding it, to make it fall faster the second time reound - which will also represent the killer becoming more frantic/speeding up their ritual. There's a long way to go on this game yet and I don't think I'll finish it during the jam but I'm really happy with where it's headed.

As I mentioned on Twitter, I'm now considering multiple oracles (well, two at least, possibly three) for my Castle Dracula idea. But as you said, I don't want the game to drag on for two long. (Though now that I've said that, I'm rather interested in knowing how long a game can go, and if it'd continue to be fun.) Other ideas I had on making the tower fall faster after each reset were 1) rolling more dice for initial pulls, and 2) having cards that force multiple pulls.

(+2)

I'm really excited to be here, this is my first game jam and i'm really excited to work with the Wretched and Alone SRD. 

The working title of my game is The Returned, about a lone newly raised undead who is attempting to return to their family. The game is them moving through the world encountering opportunities to try and complete/fix themselves from the scraps and remnants of the world around them. I don't mean just physical but also mental or spiritual, finding more anchors to who you are in the world beyond just your family. 

I wanted to move away from a single individual in a contained space to making it someone who is hopeless even among people, with the container separating them from their own enemy being their own form. 

I'm thinking of changing the 10 tokens aspect of the game but still brainstorming exactly how, i think i want to do some sort of called-shot for drawing certain cards at the start of the game to see if someone can really 'complete' themselves. I know this would increase the chances of 'success' but i have a plan for that.

I am pretty excited about my journaling medium, in that i'm thinking of asking the player to either write single words or symbols on their own body, otherwise sticky notes pasted to yourself work just as well. Im thinking about some mechanic to have the player 'muddle' these written notes later on but again, thats half-baked at this moment.

Much like Matt mentions above, the themes of this game could be difficult for a number of different reasons.  I'd rather throw this whole idea out then make something harmful. I'm really afraid I won't hit the right notes and end up making something unintentionally harmful, so any advice would be greatly appreciated. 

Jam HostSubmitted(+2)

I think the theme is executable. In fact, I think it's really interesting actually, a smart choice.

I think there are difficult themes there, but nothing that shouldn't be included. I think providing a note to warn about potential triggers is sufficient to help people decide if they play the game, or to inform how they play it.

(+2)

The idea of being alone but still out among people is really cool.

Submitted(+2)

Hello!

My working title is "The Cold Palace". You play as the Empress who has been spurned by the Emperor and imprisoned. Fortunately for you, the Emperor can't just casually murder you - there are traditions that one must uphold and your family are not simple peasants content to wring their hands in their sleeves while bowing their heads. Through connections, luck, and loyalty, you may survive the freezing of the Emperor's heart. But most likely, you'll end up at the end of a silk rope no matter what you do.

I'm considering using a tarot deck instead of a block tower - both because my play space isn't really great for setting up a tower and hoping to keep all the pieces (or, alternately, risking the possibility of damaging my tablet screen when they fall) and because I collect decks for use in solo play and I want any excuse to use them! (Also, as cool as seeing a precarious tower is visually fitting, "the deck is stacked against you" also works.)

I'm not entirely sure if I'll have the time to finish before the deadline, but I'm still very enthusiastic about this and seeing what comes of everyone else's projects!

Jam HostSubmitted(+2)

This is a really cool theme, way outside of anything I'd considered and that's half the point of a jam!

I'm really keen to read more games that use tarot as resolution. I have a couple of decks knocking around that I've never really made full use of and would like to. I've never quite got through using it differently to a standard deck of playing cards.

I think Itch is a good platform because you can release a game that is in development and update it later. So, if you can get to a completeish stage, you could definitely still submit it for the jam.

Submitted

Awesome! I've been reading a lot of (translated) Chinese webnovels lately and the concept of "the Cold Palace" comes up a lot, along with court intrigue, so it's been floating around my head for the last few months. When I saw the W&A game jam, I started digging through my brain box looking for "alone, powerless, and in peril" themes I was interested in exploring and it was the first one to pop up that I had a strong reaction to. In the webnovels, the heroine is usually in a bad position, but uses some secret advantage (often second-chance reincarnation, isekai other-world experiences, or a super power) to beat the odds. But without that advantage, it would probably play out badly for her.

One of the interesting ideas I'm exploring as I let things cook on my mental back-burner is an advantage with using the tarot - the major arcana. The minor arcana can map easily to a card suit (coins/pentacles to diamonds, for example), but the major arcana step outside of that and can be used for other things. For example, using the card Death for exactly as it sounds. Right now, my concept is to use the minor arcana as different "people" to put between Death and the Empress. Cups/Chalices represent those who are most loyal to her (family, friends, lovers, personal servants; etc). Coins/Pentacles represent people whose skills can be bought for gold (assassins, spies; etc). The more of these people in the "Tower", the safer the Empress is. But the Emperor card can order them to die, removing them from the deck permanently. 

Absolutely something I'm going to spend a lot of time playtesting to make sure it works out the way I want it to. Controlled, slow-burn tension at first, and then eventually more and more out of hand as human resources are lost to Death.

I'll definitely share the game as a playtest version if I get something that seems playable!

Submitted(+3)

Hi, I'm working on a few ideas.


Adrift, you are the lone survivor of a shipwreck and drifting at sea on a raft constantly circled by sharks.

Dead Drop. You are spy who has been caught. You are trying to make it through your interigation. Unfortunately they have all your encrypted reports you sent to mother Russia and are playing them back to you one by one.

Ransom note. Send daily instruction to the people you are blackmailing. Use a way of disguise your voice for your daily log.

Cascade. You work for a corporation that has been hacked and it's all your fault. Tower represents the files and systems of your employer been hacked. It's a race against time to save as much as you can, repel the hack and cover up your involvement. Cyberpunk setting.

Jam HostSubmitted(+1)

Wow, four games is incredible.

I'm into Ransom Note especially. I guess that has three outcomes. Get caught, kill the hostage and go on the run, and get the money?

Submitted(+2)

Yo, I’ll be making around 2-3 submissions for the jam (ideally 3) based around different 3 different horror genres: body horror/torture porn (Martyrs, The Human Centipede, Tusk, The Guinea Pig Films), home invasion (Funny Games, Inside, Hush, The Strangers), and Asian Revenge thrillers (Oldboy, The Chaser, Lady Vengeance)

I’ll be going super loose with the system so that means no Jenga HA because blocks are expensive here in Malaysia I guess.

Jam HostSubmitted(+1)

I think we got a cheapish jenga tower in Malaysia from some Chinese toy shop, or maybe it Tesco? There's cheap ones on Lazada for like RM15 too.

I think the revenge films one is the one I'm excited about. Which perspective do you play from?

Submitted(+1)

oh rly? ok that’s not too bad then I’ll check out some options

I’m not so sure on Revenge game just yet - most likely from the point of view from the pursuer but a cat/mouse thing would be interesting to explore.

I have, however, found an interesting/compelling way to execute the torture porn game which doesn’t devolve into meaningless violence so that’s the one that’ll most likely see the light of day.

Submitted(+3)

Hi, excited to be taking part in this jam. 

My game has you playing the part of a lighthouse keeper alone on an island after your fellow keepers mysteriously vanished without a trace. 

You will have to keep the lighthouse going by yourself while you wait for the boat to arrive and bring you back to the mainland. 

Jam HostSubmitted

Ooh, this is a NICE theme. Do you plan on revealing or hinting at what happened to the other keepers? I'm not sure whether it should become at all clear. Are you planning on hinting at it, spelling it out, or making the player invent it? Or something else?

Submitted

Thanks. I am kind of on the fence with it at the moment. I don’t want to spell anything out at all but maybe drop the off breadcrumb that might be a red herring, its a balance between the two.

I think I would like to leave it a mystery but maybe not.  

Jam HostSubmitted(+1)

Perhaps as a solution to this you could make one of the suits of the oracle 'investigating my colleagues' fate'. Have two versions of it, one that contains a solid conclusion, one that only hints. The player can choose which type they want when beginning.

Another route would be to have a conclusion, but it's revealed by a single specific card or combo of cards that means it is technically in there, but you are unlikely to find it?

Submitted(+1)

I had kind of thrown the idea of a card that reveals what happened out this afternoon but was toying with the idea of having a deck that is all about the other keepers and I think I might have figured something cool out to do with it too. Actually quite excited to work on this tonight.

Another thing I did think about was making a supplementary multiplayer version where everyone plays one of the keepers and it ends with two going missing while one is away!

Ooh. Would you mind sharing more about how you're doing a multiplayer version of your game? I'm pretty sure I'm going with a Dracula inspired game for mine, and it struck me that I could possibly do a multiplayer version: Each  player is a hunter, with their own deck of cards and block tower, and after each day the player writes and then mails a letter to the others. It seemed interesting, but I'd want the oracles to (somehow) interact with and affect each other, so the players felt like they were working together rather than playing multiple games of solitaire.

Submitted

I don’t think I am going to have time to do it now :(  but I was thinking of mimicking lighthouse keepers routines. 

There were always three keepers on an island and they would work in 4 hour shifts keeping watch. On the late night and earlier shifts there was an unwritten rule that you woke the next keeper up just before their shift and would make them a cuppa and sit and chat for 20 minutes or so to make sure they were awake. I wanted to do something around those late night conversations but had not fully formed the idea.  

That sounds pretty cool. There being a set routine that everyone is aware of would help set up the player turns.

Submitted

It looks like we are working on very similar stories! Looking forward to seeing how our games are similar/different :) 

Submitted

Ooooh, battle of the beacons! :)

Submitted(+2)

Super excited for this jam.

My submission will be about a hacker who is in waaaaaaay over their head with debt. Mysterious benefactor gives you the supplies to make one last run at one of the biggest megacorps out there. Get the files they request and wipe away the debt. Hope your brain doesn't get fried by your rig, or your body shot up IRL before its done.

Plus boyzie and I have something cooking up for after that ;)

Jam HostSubmitted(+1)

Ooh, I like the futuristic theme here. I rarely go that way in my design ideas. Not sure why, but it really fits here.

Submitted(+1)

Got a couple of ideas:

Windswept: the diary of a soldier alone at a desert border post/warning beacon, who starts to have an existential crisis in the absence of other people. The four suits would correspond to Fire (glory, dreams, ambitions, hopes), Home (memories and mementos), Tower (the border post, orders, structure, supplies), and Dust (decay, strangeness, breakdown, unreality). I haven't decided what the tower falling means yet.

Paranoir: an audio log representing either dictaphone recordings or an internal monologue, either way by a hard-boiled PI pacing their office reflecting on what they've learnt earlier that day on each day of the case they're working. Slowly, piece by piece, the case grows ever more complicated, and reality shifts to make matters worse—until the tension breaks, the tower collapses, and the detective achieves a moment of pure clarity where they spill out their whole breakthrough. So, that's kind of an inversion (but the fun of the game should be in getting as much evidence onto your corkboard as possible and then finding weird ways to tie it all together into one theory). This idea (and maybe Windswept too) also involves questions—a list of questions you can add to as you go along, and oracle prompts that let you answer them (or un-answer them, or do weirder things with the format).

Ploughshares to Swords: some kind of propaganda by a rural population about to be invaded by a more powerful army, inspired by the English invasions of Ireland in the 1700s. The tower fall is the landing of the ships (or otherwise the sighting of the enemy), but until then you can propagandise and prepare for the invasion and probable guerrilla war.

Last Words of the Digital Polyp: an ancient alien AI in its creators' ruins on a distant planet is reawakened by the presence of human explorers, but their systems are fading fast. Lots of choices in the oracle—whether to use your power (draw a block) to do something (e.g. help the humans explore or understand, drive them off, influence their minds, protect secrets, kill them) or leave things be. The tower falling is the final power failure or isolation of the AI, and the glimmer of hope is when the humans realise there's an intelligence behind the phenomena they're experiencing and actively try to repair the system. This idea still needs a bit of fine-tuning to make it all narratively and emotionally consistent, though.

Unnamed idea!: inspired by The City of the Singing Flame by Clark Ashton Smith; a human being slips between worlds and finds a strange, alien dimension that's fascinating, beautiful, and potentially deadly. They come under the influence of something awesome and terrible that keeps them coming back again and again, but in the meantime, the alien world is so fascinating that they don't resist the pull as much as they could. The glimmer of hope is that an even more powerful force (or apex predator or whatever) intercedes, or predatorially overpowers the first.

Submitted (1 edit) (+2)

Windswept and Paranoir are based off old projects of mine that cooled down (Windswept because it was originally a hack of a game that the designer's withdrawn from public access, and Paranoir because it was for one of the first game jams I entered early last year and I got cold feet). Ploughshares to Swords and Digital Polyp are based on very vague ideas I had, and it struck me that this system could be a good fit (or maybe not, we'll see). That last one is something I just came up with now, though I've wanted to do something based on Smith's cosmic horror and weird fiction for a long time.

Jam HostSubmitted(+2)

I think I'm most excited by Paranoir and Ploughshares to Swords. Both of those are really evocative ideas for me and they toy with what the jam is about really nicely.

Submitted(+1)

Thanks! For another one that plays with the concept, I've got one for 2 players where one player is a lost hiker who's stumbled into a supernatural deep forest, and the other is a park ranger they manage to contact by radio. The hiker has the tower and die and the ranger has the cards; the ranger tries to advise the hiker, while the hiker explores and tries to survive (whether following the ranger's advice or not). Meanwhile, something or someone is hunting down the trespasser/interloper/prey. I'm also considering map mechanics, where the ranger sets up a map of what the forest should be, and the hiker slowly pieces together a map of what it is.

Jam HostSubmitted(+2)

I'm glad to see someone floating a 2 player version! I've had a discussion with Chris about a 2 player game using W&A, but it's an idea that won't see the light of day for a while. 

In fact, I think I like this idea the most of all. It reminds me of Firewatch in a loose sense, but the supernatural layer makes it something else. 

Submitted(+2)

I am working on an idea that had been bouncing around my head for ages. In the game, you are playing as someone who is trying to balance his social, work, family and love live, and failing at most of them. As you play, you are likely to become more estranged from everyone, and end up cutting ties with them altogether. I'm currently working on a Jenga tower version and one without it, that tweaks a lot of the rules around, but keeps the themes.

The game is called Overcoming Solipsism.

Submitted (1 edit) (+2)

There's like a dozen (ETA: at least!) of great ideas in this thread! Super exited to see all these games.

I think I might want to play with the idea of a person caught in some kind of time travel/flashback scenario gone wrong. Trying to hang on to their memories and find a way to communicate with their loved ones outside of their weird lost-in-time situation. Some touchstones for me are 12 Monkeys, that one episode of Lost (The Constant, I think), parts of The Butterfly Effect, Insterstellar, Memento, The Jacket and so on.

I think the main threat in the scenario is slipping away into oblivion, becoming unable to reach other people, and losing your memories and sense of self.

Jam HostSubmitted(+2)

Love love love this! 

And I agree, I'm so pleased at the scope of the ideas that people are working  on, I think we're going to have a really varied set of games comes out of this. Far more varied than Chris and I dreamed of ourselves. 

Submitted(+3)

Hey, I am making Wretched Wasteland. An ode to all my favourite post-apocalyptic pop culture. Adding a little map to use as the Salvation. 
This is my first attempt at something like this. I have written some D&D adventures, but nothing like this. 

Jam HostSubmitted(+1)

Great to have you on board and doing something different with game design. Looking forward to seeing how you make the map work.

(+1)

No guarantee that I'll be able to get a game done, though I'd really like to. I've shared some of these ideas on Twitter (which is basically where I live), but I'll put them here as well. I'm finding that a fair number of game ideas that were already floating around in my head seem like they'd work well in the W&A format.

ESCAPE FROM DINO ISLAND: Basically just Jurassic Park–make it off a dinosaur-infested island without getting eaten (card draws) and before the army bombs the site (tower collapse). Probably the least divergent from the SRD. Journal entries would most likely be audio recordings, as having a cell phone makes sense.

THE INVOCATION: You've finally found the artefact and are making preparations to summon your demonic/infernal parton. That involves gathering materials, preparing the space, preparing yourself, and losing people/relationships that once mattered (the four card suits). If the tower collapses, the ritual fails. Certain card draws mean you did something wrong and your patron abandons you. Make it to the end, and you're deemed worthy of their love. This idea is inspired by the very NSFW comic The Invitation: Chapter 1 and Chapter 2, and is a metaphor for being transgender–preparing yourself involves body modifications (basically becoming your ideal self), and the people/relationships you lose are those who can't handle your new identity.

ON THE RUN (working title): You're the ward of an important vampire, and, for reasons, are on the run. You've got to keep them safe and fed, avoid detection, and clean up any messes they accidentally cause. Tower collapse means you get caught, and certain card draws mean some other fail state (not sure yet, maybe your ward runs off without you). Card suit categories are Food, Haven, Safety, and Affection. Inspired by my love of YA paranormal romance fiction and the first few chapters of Vampire Academy (which I thought were the most interesting), where there's romantic tension between two vampires who are trying to dodge their keepers–which is why one of the card suits is Affection. The situation's more interesting when you're romantically involved.

SECRET CRUSH SLUMBER PARTY: Again, a romantic one. You're at a slumber party, the last one before people split up for university, and your secret crush is here too. Can you tell them how you feel about them, and how will they react? Tower collapse means the night ends before you're able to tell them how you feel, and certain card draws mean they find out but aren't into you. You aren't alone in this game, but the scenes the player writes about are quiet moments between them and their crush during the night. Also, instead of a die roll to draw cards, you draw and flip over set of four to determine the current group activity (eating pizza, doing hair, watching movies), where you are your crush are (on the porch, in the basement, on the couch), what you notice about them (slightly crooked tooth, stray wisp of hair, how they smell), and what pulls them away before you tell them how you feel (another party member, awkward silence, they get hungry).  Basically a way for me to get the teenage girl sleepover experience (with some blushing tosssed in) that I now feel I was robbed of.

Submitted(+1)

omg all of these sound SO GOOD. i really really want to play the sleepover one!!

I'm back with another concept, i wanted something a little more light hearted / hopeful in initial tone so i'm also working on Disc Jockey's Final Ride You play a radio DJ who needs to stay on the air to keep enemies ('them') from attacking people. So long as your radio frequency has something going on, you'll be saving lives. Heck, you could even find a category of music that repels them and please don't say country music

I think radio personalities are their own weird microcosm that would be interesting to hear as subjects for the log portion of the game.

Categories as of right now are Hearts - Music, Diamond - Equipment, Club - Callers, and Spades - The Enemy. 

(1 edit) (+1)

Hi everyone! You all have great themes going on. Can't wait to see what you come up with. The one idea that pop-up when I was reading the SRD is: 

You are a horror novel writer with an history of mental illness. Your editor has been begging you for a fourth book but you've been battling the blank page syndrome and a bad case of the booze for a couple months now. Your spouse had a great idea: "Why don't you go to my parent cabin in Maine to focus on the book? Alone, with your thoughts, in the woods, nothing can go wrong. Heck! You might even breathe some fresh air." You will write that DAMN book even if it drives you mad or you drink yourself in a coma or both... 

Inspired by movies like: In the Mouth of Madness, Secret Window, Misery, The Shinning 

But I still haven't started writing it yet... So wish me luck! :-)  

Submitted

I like the sound of this. I thought it was going an evil dead route. Do they write the original necronomicon? Clatoo veratoo cough cough mutter.

(+1)

There is a virus in you, one that can wipe out all life in this galaxy.  You are alone, in a spacecraft that is auto-piloted to take you to Sector 36.  If *they* have their way you will be stung by the creatures here and "Delirium Trigger" into a galaxy wiping explosion.  You must change course or risk the lives of everyone in the galaxy.  

It doesn't help your mental state that you were tricked into believing your entire family had the virus too.  If you hadn't have done what you had done, well the experiments and horrors they would have faced is to hard to imagine.  At least you did it with love and mercy.    

My first ever #gamejam and looking forward to finishing it.  

I'm working on something House of Leaves inspired, where you play someone lost in a mutable and unreal space, trying to find your way back to reality by descending into the abyss.

(+3)

Crap.  My post got eaten, but I've been developing CASTLE DRACULA on Twitter, and think I'll do that one first. You play an English solicitor, sent to Transylvania to act as an estate agent for  Count Dracula, and get imprisoned in his castle. Basically, you're the previous Jonathan Harker.

Two ideas that other people might want to develop further occured to me while brainstorming; character inventory and a "mini oracle."

Character Inventory: In Dracula, Jonathan Harker's shaving mirror and small crucifix helped him discover what Dracula was and kept him safe. long enough to escape. You could have the player character start with some items–represented with cards, tokens, or just notes on paper–that affect the mechanics of the game. Skipping a tower pull, redrawing a card from the oracle, shuffling a card back into the deck, even modifying what prompt a card asks. These items would have limited uses (tracked by tokens maybe), could be recharged and depleted, or even lost or broken by certain card effects. No idea how this would affect the outcome of the game.

Mini Oracles: For Castle Dracula, I want the player character to encounter the same rooms multiple times, but for the details to be slightly different each time. I want to simulate both the player character not knowing if they're being drawn to certain rooms, just getting lost, or if something is pushing them towards specific rooms, and for them to not know if their memory is faulty or if something is gaslighting them by moving stuff around.

To do that, instead of there being four categories for the four suits, each value of card (or a subset of cards) could have it's own "mini oracle" determined by the card suit. Heck, you could have the mini oracle determined by a die roll (either the one use to set the number of tasks for the day or a new roll), drawing a card (which then gets shuffled back into the deck), or the value/suit of the previous daily task card. For example, 7s could be Master Bedroom, with the same general details. But for one suit the bed is made and in another the sheets are rumpled and the bed has obviously been slept in.

Depending on how many entries the mini oracles have, you could keep the same presentation (four lists of card suits), but if there are a lot of choices or the prompts get long, you might have to make each card value a separate page.

Unreliable Narrator: Lastly, I'm thinking about ways to have the character player destroy or alter previous journal entries. This reinforces the idea you can't trust even your records of events.

Feel free to use, adapt, or ignore those ideas as you see fit. :)

Submitted(+2)

I already have one submission in, but reading this thread has made me want to do an Obra Dinn-inspired game. Tax collector traversing a ruined ship, trying to figure out exactly what happened there.

Submitted

I have two ideas, one that will be up in a day or two, and the other I am not sure if I will finish in time for the Jam, but will be getting made eventually regardless.

1. The Buried. You are a miner who survives a cave in. Only, you now find yourself in a strange system of tunnels that no human hand dug. Introducing a mechanic for darkness...basically you have a limited number of charges for your headlamp, and you choose when to use it (each charge is good for one card). If a card has the darkness modifier, you have to pull twice. There will be ways to add to your charges (one of the Aces for example).

2. The Forlorn Hope. There were military units called Forlorn Hopes. Basically they got double the pay (unless they were convicts being forced to join), but got sent on all the suicidal missions like being the first wave to attack the walls. Young officers would take the risk leading them however, because if you lived you were sure to move up the ranks. So you'll be playing a young officer trying to keep as many of your men alive as possible, and staying alive yourself, for the duration of the campaign.

(+1)

Both of those ideas sound awesome. I'd been thinking about something like your darkness/headlamp mechanics for my vampire game. Very cool.

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