(Please use "Lex Joy" as the submitter name. Thank you!)
Inspired by the Medamaude effect egg from Yume Nikki.

I also have this little wheeled friend:

(Please use "Lex Joy" as the submitter name. Thank you!)
Inspired by the Medamaude effect egg from Yume Nikki.

I also have this little wheeled friend:

I did enjoy the jam! Thanks for hosting it -- and thanks for your kind words.
To answer your question regarding the name pool:
If you want to see all the possible names, download the .p8 file from the game page and open it in PICO-8. You can use the free Education Edition if you do not have or do not want to purchase PICO-8 (but I highly recommend it -- best $15 USD I ever spent).
I don't plan to implement a 1+ player version at the moment -- I was far more interested in the zero-player concept than anything else. But I might make a version down the line that implements the gambling system people have been asking for, and if I do, it would be more of a sequel to preserve the hands-off flavor of this title.
Full disclosure: I couldn't find someone to play with me at the time of this review, so I am going off of a study of the systems and a perusal of the rulebook.
This is a lovely little game. The aesthetics in the book are top-notch. I love the digital painting style and how much personality it infuses into the document. The unobtrusive but noticeable changes in color throughout the pages also do a good job of adding visual interest.
I enjoyed the theme, and like the idea of the "ritual" being a regular occurrence for the players. This looks like it would be a fun warm-up to a denser RPG if you have a regular play group.
Nice work!
Wow, this one has some great ideas behind it! I love the intrusive time goddess. I don't think I've seen anything like that before.
I was not a fan of the lighting effects. I don't think they added much to the theme, and the shadows blocking out obstacles added an unnecessary layer of difficulty to an already challenging setup. Then again, if the point was to make a punishing platformer in the vein of I Wanna Be the Guy or the like, then those were a good choice.
Nice work overall. Lots of imagination on display here.
My opinion isn't much different from what's already been posted. I was promoted a lot, but I'm not sure why. I also didn't see a whole lot of the "consequences" that were supposed to follow from certain admissions or rejections.
That said, it was genuinely fun to weigh whether I liked a person's vibe, and the process of figuring out why I felt a certain way was instructive. Also, when your manager first appears, I laughed out loud at his unexpected model. Those unexpected moments made this game feel worthwhile to me. Good work!
This was an ingenious use of the theme. I really love the entire mimic mechanic. I was surprised at how endearing the googly eyes made everything, too.
My only complaint is that it was pretty easy. I would have expected there to be some kind of "penalty" to transforming back into a mimic, like a short interval where you can't copy anything and are vulnerable. But hey, it's a jam game! It's going to have rough edges.
Great job on this.
Looking for help working out some numbers.
I am developing a manual for bringing golems into the game (whether as loyal followers, dangerous enemies, or interesting NPCs). The main idea is that a golem, like any other being, can be assigned a Tier from 1 to 5. (I am also imagining zero-Tier golems that work like accessories -- more fun trinket than NPC.) I figure the main aspects of a given golem are its material, size, and complexity. So those is what players want to be deciding on with their golem.
Right now, I have material/size/complexity each graded on a scale from 0 to 5, with 0 being "trivially weak/tiny/simple" and 5 being "strong/huge/sophisticated." But I am having difficulty imagining how to translate these meaningfully into Tiers. For example, if Tier 5 represents the toughest creatures imaginable, would a gigantic mud mannequin (roughly a 0 for material, 5 for size, and 3 for complexity) be a 5? And if so, how should I grade the tier of a golem that's a 5 in all categories?
Basically, I'm trying to puzzle out a reasonable formula for translating my 0-5 scale for three separate values into Tiers. Any feedback is appreciated, because I've been going in circles with this for a while. Thanks in advance!
That is completely fine with me! If you're looking for the source code to build it in PICO-8 or another Lua engine, you can find it on Lexaloffle here. It is licensed under CC4-BY-NC-SA, which basically means you can't charge money for software made with the code, and should link back to the original somewhere. If you're only looking to make your own spin-off without my code, no acknowledgement is necessary. Best of luck with your project!
Thanks for hosting this jam! I'll try to start things off...
What do you want to make?
I am going to make a simple digital toy/game that allows you to ponder an orb. I intend to call it “Orb Pondering Simulator.”
What text (i.e., any media, fiction or not) that you want to draw from?
Two sources provided the inspiration for this project:
I am also motivated by a series of hermeneutics-related questions that are liable to become their own essay, and I hesitate to try articulating them here for fear of never finishing this post.
What mediums or tools you want to use and why?
I’ll be using PICO-8. It helps keep the scope of the project small, and I find its flavor of Lua a much more comfortable programming language than, say, Python or C.
Why are you scared of participating?
I am a latecomer to coding and game design, and am largely bad at them. Coding is also foreign territory for me in general. I never formally studied programming or computer science, my day job does not involve anything comparable to coding, and I have no friends who code. I’ve never really felt like part of the indie dev community, and I fully expect to embarrass myself.
Diedream is a truly remarkable system. I can't believe how elegant and intuitive it is. I am grateful that, with your rules committed to memory, I always have a game engine to play with in dull moments.
Your work has inspired me to make a few modules of my own:
If ever you host a Diedream jam, please let me know. I will come running!
That was definitely a bug! It seems Bitsy moved the exit somewhere inaccessible, for reasons I don't fully understand.
An updated version of the game has been released, so now you should be able to reach the autumn and winter parts. Thank you for your kind words, and I hope you enjoy the rest of the game.