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A member registered Sep 29, 2015 · View creator page →

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Interesting premise! I like the granularity of character customization and the phone interface. The few uses of color really pop against the grayscale.

I got this right before I went on vacation; what a nice way to start it off. :)

I'm considering doing more with these characters; be sure to spread the word if you liked it!

Jan. 20, 2018

IT'S POSTED. It's missing a good deal of content. But it is up there. Little victories.

Jan. 19, 2018

Well, in a very convenient turn of events, after losing most of the time to sick days, my scanner is broken. There goes my "all physical assets" plan. I'll type up what I have for the rules as a .TXT because if I try to make it anything else I'll overthink the presentation and upload that. Again, I will be finishing this, just not in the span of the game jam.

Jan. 13, 2018

So I was sick, as said previously. I then spent a good part of yesterday recovering from some UNRELATED stuff, whoops, but GUESS WHO FINALLY GOT SOME WORK DONE AGAIN THIS MORNING. (Me.)

I've written up part of a draft of the rulebook (very final, I know). But hey, it's something! Now I have things written down that I did not previously.

It's looking like what I publish for the jam is going to be incomplete, and if that's the case, I will be updating it after the jam ends to get it into a playable (or, dare I dream, polished) state. Y'all can follow me or add In Memoriam to a collection once it's up if you want to see my after-jam edits; I might announce it on the Discord as well.

Thanks! I don't know how much of this I'm going to be able to do by the deadline since I lost several days, but I like what I've got so far!

Jan. 10, 2018

Welp, being sick got to me more than I thought it was going to; I've spent a lot of time on the couch, not so much working on the game. Hopefully tomorrow I'll be feeling better.


I feel ya, gravity is a pain. Good place to start, though!


Jan. 8, 2018


This is most of what I got done today; I'm still sick. But it's something!

Some PbtA games do and some don't, so it's a good question! GM PbtA works pretty much how you'd think, generally, but I'll be doing GMless. Avery Alder has some good (free!) examples of GMless PbtA in the form of Perfect, Unrevised and Dream Askew. (The PDFs credit her by a different name; she's since changed it.) 

The Law players from PU and the Psychic Maelstrom/Society Intact/etc from DA resemble the Lost Love/Memento/etc I have in mind.

Note that these games are not exactly like mine is going to be, lol!

Jan. 7, 2018

I drew a little and organized my Trello. That's about it. I've been sick.

This sounds really original! It'll be interesting to see how this turns out!

This sounds really sweet.

Interesting concept! I like the track changing idea.

Nice! I like the alien design and the various sweets.

Interesting! I'm not totally sure what the gameplay involves, but it sounds unique.

The color palette thing sounds like a good idea for clarity.

Omg, this is hilarious!

No shame in placeholder art! Good idea, making Jack flash white when damaged.

Aw, this is so cute! I look forward to playing it!

Jan. 6, 2018

No pictures today; I woke up exhausted and most of the work I get done before bed will probably be doodling art assets later.

To make something clear, when I talk about "winning" in this game, it's mostly shorthand? I mean, in the "competitive" version of the game, 3/4 of the players are going to "win" equally. I mean, they achieve the condition that removes their character from the game in a positive way story-wise... but that's a bit unwieldy. I want "losing" to be less about competition and more about character development. Being a ghost is hard, and it's not always happy.

In the meantime, more about the side roles:

  • The Target: The Vengeful's counterpart, the object of said vengeance. They counter the Vengeful by trying to protect themself from harm in some way (salt circles, leaving the country, obliviousness, what have you).
  • The Investigator: The Victim's counterpart, the person investigating their death. They are on the side of the Victim, but are thwarted by circumstance (they're a forensic expert and all the evidence is circumstantial, they're a child and nobody believes their testimony, etc.).
  • The Lost Love: The Lover's counterpart, the person who needs security/protection. They are beset by some threat (foreclosure of a house, someone won't leave them alone, nightmares about the Lover's death, whatever). Their relationship to the Lover need not be romantic; "love" is used here to mean "caring" rather than a strict romantic sense. They could be a child, parent, significant other, close friend, etc.
  • The Memento: The Shadow's counterpart, the key to the Shadow's memories. The Memento need not be a person, but it must be something animate (be it a person, a dog, a robot, a particularly unpredictable toy...) so that it can interact with its surroundings in a way directed by its player.

I am not a game designer (if that wasn't immediately obvious), so questions, feedback, and whatnot are appreciated.

Hey, if you do one, I won't think you're copying! :P It's mentioned in the FAQ, I believe.

...and yeah, it'll be interesting to see how I balance the systems for me, too.

Everyone but one person wins! In theory. It might end up being coop or having a coop mode.

Jan. 5, 2018

Aw, y'all are sweet.

Today I got some of the basics down for the character sheet -- I'm using playbooks, but this is only intended to be a single-session game, so the term doesn't feel like it fits when they're just half a page.

The final version will be in pen, but pencil works for now.

Stats I have in mind (may be renamed):

  • Knowledge of life: this can only go up, as there's no way in-game to get amnesia once you become a ghost.
  • Stealthy/Interactive: These are opposed to each other; as you become more stealthy, it's harder to interact with the world, and vice versa.
  • Spooky/Friendly: How much you scare people vs. your ability to communicate.
  • Progress to goal: This needs some tweaking, but the thought is that when your progress gets all the way to the end, you've fulfilled your dying wish. It'll take different forms for the different playbooks.

My thought is that there will be four playbooks for the jam version, differentiated by their dying wish (again, may be renamed):

  • The Vengeful: Someone wronged you in life, and you want to make sure they suffer for it. The person who wronged you may be your murderer; I'm still working that out. You win by scaring the person out of their skin.
  • The Shadow: You don't remember who you used to be. You win by learning your true identity.
  • The Victim: You remember a lot about your life... except how you died, and you really need to find out. You win by learning your cause of death and whether it was murder or an accident.
  • The Lover: You have someone you need to take care of in the land of the living, and not in the way the Vengeful might! You win by ensuring your loved one knows you're at peace.

Now, these goals don't have much in common with each other. How is anyone supposed to progress?

Here's how: everyone also plays a side role for another player, and those interactions facilitate progress. There may also be opportunities to progress by interacting with other ghosts; who's to say at this point.

Nice! It seems like you've got some clear goals for your game. I can't wait to see how it turns out!

Neat! Is it going to be kinetic or have multiple endings (or is it too early to say)?

Nice town design! Don't forget that games like Pokemon -- which often have houses that are identical inside -- can still be really well-made, so there's no harm in simplifying things for yourself.

Interesting! So, to be clear, the gameplay benefit of opening a memory is to progress in the story?

Nifty tileset! You've got some good instincts.

So cute! What sort of obstacles does the player face during the game?

Intriguing! Do you have an idea for the general genre of the game, like action, drama, romance, etc.?

The idea of attacks being puzzles is really interesting! Don't worry if your game is just a prototype; my turn-based RPG from Winter 2017 had very little content, and I was doing that in GM, too. As long as you post something by the end, you've completed the jam, and you can always go back and add more content afterwards.

This is a nifty concept; it really feels like you're bringing a lot of things together. I also appreciate that there's an endgame -- infinite clickers can get boring when you know all that's going to happen is numbers keep going up.

Yeah, that's the thing, I'm not really sure how I'd go about equalizing it. People like what looks flashy, or what their friends are doing, etc. etc. There's always going to be SOME inequality of attention, but maybe... suggesting that people review the games they've tried out? The playtesting thread was the only way I knew people were playing mine.

Ugh, yeah, I have a feeling it was a stranger with time on their hands, but if it comes up again, I'll let you know.

(1 edit)

Hi there! I'm Innes and this is my devlog!

!!! HEADS UP: as this is a game about ghosts, there will be discussion of death (no pictures of gore or corpses, I promise), so if that is a problem for you, please read no further.

The concept:

You are a ghost, and you know a few things about yourself. All the other players are also ghosts. Each ghost is trying to fulfill a dying wish (getting revenge on someone who wronged them, learning how they died, etc.). Once a ghost fulfills their dying wish, they move on to the afterlife. Your goal is to NOT be the last ghost left in the land of the living.

The platform:

In Memoriam is being created with 100% physical assets -- that is, pen and paper. The submitted game, and any future versions, will be available as a print-and-play PDF. While I'm reluctant to start immediately labeling it, it's closest in concept to a tabletop RPG, where you take on the role of a character and act out their adventures. If dice are involved, they'll be math-light. There will be character sheets.

It is not:

  • a board game
  • a card game
  • a video game

It shares some DNA with games Powered by the Apocalypse; look there for a better idea of how this game may operate.

The goals:

  • a character creation system with stats that impact gameplay
  • a combat/conflict system that takes advantage of those stats

These two goals are connected, so I'll be working on them in tandem at times.

Feel free to ask me questions or check out my Trello!

EDIT: clarified the "platform" section, as not everyone is familiar with how tabletop games operate.

1. Hi there! What's your name? Want to introduce yourself?

I'm Innes, hi!

2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?

No, but I participated in Winter 2017. I want to be better about documenting my work and interacting with other jammers.

3. What games are your favorites? Did any of them inspire you, or made you want to make your own?

I like a lot of games! The MMO Glitch is a pretty big inspiration to me. I also like the Sims series and Sufficiently Advanced, as well as the works of Christine Love, Avery Alder, and Porpentine.

4. Do you have experience with game development? What did you do/with what engine?

I've made complete if small games in Twine and prototypes in Construct 2, Unreal Engine 4, Ren'Py, GameMaker Studio, and RPGMaker VX Ace. The only work available online at the moment is my previous jam game, which you can see on my profile.

5. Tell us about something you're passionate about!

How implementation of game mechanics can influence the narrative they present. Stopping there because I can quickly go into essays about that, but feel free to DM me about it on Discord or something.

6. What are your goals for this game jam?

  • a character creation system with stats that impact gameplay
  • a combat/conflict system that takes advantage of those stats

7. Any advice to new jammers (if you're a veteran)?

Get something done and write about it every day, if feasible. This will help you keep a rhythm. Also, talk to other people about their games! Ask them questions; tell them what you like.

8. If you're a returning jammer, what can the admins do to improve your jam experience?

Encourage participants to comment on each other's devlogs more. The amount of attention a given game received was highly variable, even if it ended up with a finished demo, and it could feel isolating.

Also, stress constructive feedback and what that means; the only comment I got on my demo itself was half backhanded compliment and half arbitrary complaint, couched in polite language, and none of it was actionable. (So I deleted it.)

This game was interesting, but I'm not really sure how to progress (is the goal to have enough hormones to fill the chart? do hormones affect gameplay?) and because of that I'm not sure if I hit the end of the content or if I just don't know how to move on.

At higher resolutions, the conversation elements and hormone menu are so tiny I can barely see them. The difficulty is compounded by the color scheme. It's been listed as high contrast, but with my eye problems, the green in the conversation menu is illegible, especially on a moving background.