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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.

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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.

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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.

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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.

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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.