I stumbled upon this game while taking a look at the indiepocalypse zine. And honestly? I was enthralled. As I chewed my way through I was coming up with new ways to play with the food, like putting the head above the bowl and smashing it down, or just wildly headbutting the food as it fell to grow my head-teeth further. I know this was made for a game jam, but I feel like the concept can really be expended upon -- like the teeth growing teeth themselves, and when they fall off you can grind them to dust along with your food for new, fresher, tastier, sweet sweet baby teeth. I think it got me hooked for a solid 5~10 minutes, but I guess you just hit the right niche that pushed all my buttons, haha. Great stuff, and I really mean it. I then got to read your devlog, and the entire reflection behind how the game came to be, and a lot of that resonated with how I see making games. You can check my own game, and read my post-mortem on it as well, and if you feel like it, I think it'd be cool to talk at some point and even team up for a jam someday? Totally up to you! In any case, I'll be paying close attention to what you come up with next :)
Viewing post in Genesis of Teeth Simulator comments
Thanks for feedback! I see where's the similitude between our games: that moment where the player has to decide for themself to stop playing, as it's all part of the game. You make me realize that's kind of a recurring thing in some of my recent games: have the player think about the real world. I've been thinking about it lately and this is what I came to understand about my motivations:
The french (my first language) word for entertainment is "divertissement" which would be best translatable as "self inflicted diversion". As such, I see entertainment as something that diverts us from our intended path. It is a desirable way to relax, but can never be a goal as a diversion is the semantic opposite of a goal. I could expend on that even more, but I fear it would make me forcibly integrate those ideas in future games. As for a future collab, as I already make games full time, participating in jams has become my way of bringing my own undiluted ideas to life without the need to explain anything to anyone, at least not when it comes to code or design. I've worked in teams in the past, and will probably go back to doing it someday. Until then, happy game making!