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Decker Fantasy Camp 2025 WIPs topic

A topic by silva joão created Jun 25, 2025 Views: 1,045 Replies: 19
Viewing posts 1 to 9
(1 edit) (+7)

thought we might have one of these for discussing our projects during the jam :)

going through my old ideas folder, i decided to try my hand at making a visual novel based on a twine/short story i wrote last year. since it's in portuguese, i've already started translating the whole thing before the jam actually starts so i have less trouble.

hope we have a fun month!

(+5)

Yay! Happy to have a jam thread started!

I'm still undecided about dusting off an old abandoned project (I have so many... and I'm glad the rules allow for this) or starting fresh with a new mystery idea after the jam starts.

Let's go, fantasy campers!

(+4)

we'll be lucky to have any of your banger decks!

(+3)

The older project I dusted off for this jam still won't get done in time... But I have made a lot of progress on it and I'm hoping to be able to publish it later next month when it's finished.

(I did manage to submit something else though, which I'm pretty happy with)


Good job everyone who submitted so far! I've been having a lot of fun playing. And good luck to anyone still working on their submissions. (Hang in there!)

(1 edit) (+5)

I have an idea at least, probably smaller than some of my projects but we'll see how much juice it has in it I guess. Gonna see if I can make it uncomfortably personal!

(+6)

Well, my idea is in progress. I think I've worked out how to do it after some false starts. Still will see how it turns out but I think it'll work. Mostly just need to find the time and energy to finish it.

One thing I will have is a chicken reference. 

(+6)

happy first decker fantasy camp day for those who celebrate!

i figure this is going to be a somewhat quick project, since i've already translated the twine adventure and the twee module handles most of the work. digging through royalty-free image banks and polishing it will take most of my month.

here's a few screenshots of acid drizzle, a post-apocalyptic cyberpunk interactive adventure about my hometown, são paulo.

~there's also pogs to look at~

have a great month, everyone!

(+4)

Pogs! This is looking incredible. I can't wait to explore.

(+4)

(+3)

This looks incredible.

(+6)

I’m trying to add a Decker port to my Cloak of Darkness project image.png

I could be using the Twee Bridge, since I have the Twine files, but I’m attempting a completely Decker-only way. I’ve just started and already learned about:

  • Invisible buttons in front of regular text
  • Invert display of widgets

Next on the list is:

  • Conditional display
  • Counter variable
(+2)

I managed at the end!

I’m really glad for this jam, cause I learned a lot through it. The way Decker uses variables is so different to what I’m used to. But I can now say I can use some Lil/Lua, creating and modifying variables/values, coding conditional statements linked to state and value of a widget, and make invisible buttons! 🎉

Developer(+3)

Nicely done!

One idea that might simplify this sort of deck in future projects would be to take advantage of Lil's ".." notation. Whenever you have a "path" to a deck part or attribute:

Cloak.widgets.FromCloakroom.show:"none"

A pair of dots next to one another act like a wildcard, substituting in each element of a list or dictionary. For example, you could hide every widget on the card "Cloak" like so:

Cloak.widgets..show:"none"

Often it's helpful to discriminate a bit more. We can write a "helper" function that queries a card for widgets whose name matches a glob-pattern and install it in the deck-level script (File -> Properties... -> Script...):

on find_wids card namePattern do
 extract value where key like namePattern from card.widgets
end

Then, instead of writing something like

Cloak.widgets.FromCloakroom.show:"none"
Cloak.widgets.FromCloakroom1.show:"none"
Cloak.widgets.FromCloakroom2.show:"none"
Cloak.widgets.FromCloakroom3.show:"none"

We could write

find_wids[Cloak "FromCloakroom*"]..show:"none"

Not only is this a bit shorter, it could make modifying the deck much easier: so long as you follow a consistent naming convention, you could add or remove more widgets without needing to update these scripts.

(+2)

Thank you!

Good to know! I do try to keep it as simple/basic as I can with the ports, but I’ll keep this one bookmarked for the next time I mess around with Decker, that’s super useful! Thanks for the notes!

(1 edit) (+5)

I’m making a small visual novel about a factory robot that ran away to spend time visiting random places and journaling after it developed the ability(/bug?) to feel emotions (theme inspired by this jam).

I spent a few days struggling with scripting due to rookie mistakes, but it works fine now (all hail the decker reference manual and the forums!) The main thing the script does is tell the deck to change the palette (using the Palettefade module) depending on the time of day (which is just values stored in a slider and modified by a function) and regardless of player choices (i’ll go in more detail in case anyone’s interested/wants to try something similar :>)

(+3)

Ooh, Palettefade mention! I hope you are going OK with it!

(+3)

Palettefade is actually the only thing i managed to get to work right from the beginning despite being sleep-deprived :’) thank you for making it, it’s super convenient and intuitive, and the documentation is also really helpful!

(+5)

Revolution Inc. is a TTRPG in the form of an interactive book. The draft's complete now, after almost 3 weeks of feverish scrambling, so I've got the rest of the month to do proofreading and better hypertextification.

Definitely been a learning experience, but the result so far is pretty darn neat, best thing I've made in years. 

(+4)

It's live! https://annarcana.itch.io/revolution-inc

(+4)

Thank you for the jam! I only learned about it right  before it ended so it was the perfect excuse to try out decker for the first time on a 2-3h development time and small project! https://jsmonzani.itch.io/memories