Fun and light, and an enjoyable first zine. Thanks for sharing the arts!
Two tiny nitpicks, if I may. Find a lighter Blackletter or have them in the capitals, for legibility. Maybe opt for page numbers instead of a numbered list in "In this issue".
Maybe maybe also give a final section which allows for fanart/interpretation of monsters of previous issues, if people send any. Otherwise keep it up, looking forward to regular issues :)
Recent community posts
Fun and light, and an enjoyable first zine. Thanks for sharing the arts!
Feel free to use whatever is comfortable for you to make the game playable. It's not encouraged but you aren't restricted from doing so
I highly recommend though, in the spirit of this jam, that you submit a lo-fi version that allows those without Tabletop Simulator to recreate the experience
This is my own understanding of what is written on the jam page by the way. HeskHwis can probably chime in if I am mistaken :)
I've written a lot on my own experiences with paper prototyping for boardgames (which I need to condense sometime), and I would like to mention some materials that jammers may use. If you are making a game that's more free-form you may still be inspired by something on this list, but it's mostly catered for a tabletop experience
I write this list for those who want to know a good starting point, as sometimes you really just want to get going on game creation and focus on that. Sometimes it's worth the time to explore materials, but sometimes you would rather spend time on something like player dynamics or the perfect mechanic or multiple games. So below you will find my personal checklist:
# The usual suspects
– Paper, including origami or colored papers, Post-its
– Cardboard (ask coffee shops or supermarkets for free cardboard)
– Paper glue (sometimes you need universal glue too)
– Masking and/or cellophane tape
– Scissors and a box cutter
– Cutting mat (self-healing, A4/A3 sized), a stack of newspapers kinda work if you're careful
– Drawing materials (pencils, markers, erasers, (metal) rulers, compass, protractors)
# Optional materials
– Dice and/or standard card decks (I recommend at least two)
– Cardstock OR index cards OR blank business cards AND/OR Card sleeves
– X-acto knife (usually a box cutter works fine for free-form)
– Rotary (or Guillotine) paper cutter
– Spray adhesive
– Any inspirational materials (may be anything from magazines to videos)
– Creative materials (decorations, washers, poker chips, lego, other game pieces, clay, boxes, candy, string)
Oh, well I just really like bluffing games in general. Usually in a tabletop game though, because social interactions with people are what make bluffing interesting. But at first I believed that I simply had to type out what was written, and that I had to guess or find out which word was the one that I was meant to unscramble (see, I thought here unscrambling was to defuse). It worked with some scrambled words of course, leading me to see if there were any indication in the letters to 'tell' they were bluffing from the rest
I think usually when bluff/deception is used in games, there's some other resource at stake on top of the gamble. Something that has other players wondering if it's worth taking the risk if they make the mistake or as a trade off. But I'm unsure on how to go about that in a good way :P
This one has great replay value. Should probably draw the refresh bar last so it doesn't get hidden in the ice. After the first hurdle the game mechanics no longer scale so you may have to introduce new elements, but it was still enjoyable to box in like 40 dogs into a solid cube in the 4th-5th wave :D
At first I was really intrigued and thought it was a type of bluffing/deception game. I missed reading/understanding that you actually had to unscramble the letters in each word hehe.
Part of me wishes there was a mode for that but it may be hard to figure out a good way to telegraph it and still make it fun. Also could consider making a mode in which you unscramble the words to type out a short story :p
I found I could just hold one/two keys down to simulate smashing, which in it's own way is a fun way to play. One way to fix this is to figure out how to debounce keypresses, if you wanted to remove simply holding keys
The shmup plays alright! I enjoyed that you placed a dialogue in. You could add some restriction to limit the ability to just hold the shoot key and move, or change that behavior in some way :)
Sorry it wasn't clear that it's a basic prototype. So for now it's a walking simulator of 5 screens haha
Thanks a lot for trying it out! I was very pleased that the move controls weren't so hard to figure out, although I'm sure to improve it and make it more intuitive. It also inspired me with two other ideas to try for when I next develop it further, so your playthrough was insightful!
Thanks again :)
Very sweet and short! The story was solid all the way through. That broom's collision was tiny! Or something. Also they say their broom is broken but they are dusting the floor with a broom :p
My vote for cutest is that bird. It could be the green ;)
The dog is super cute! And there's some really interesting gameplay here. There should be slight indication to somehow choose I feel though, because I opted to not use shield to save for shots and ended up guessing more than figuring out who's suspect. But I definitely enjoyed what I played, and hope you playtest further to get that sweet spot
It would be cool if there was access to a recipe book, for those of us who easily forget, but otherwise this game was easy to get into and enjoy, and very pretty in graphics
10/10 Would keep telling Kusa I don't get it
The rules say no engine restrictions, and we are allowed to use whatever we want. So Twine should be fine!
I'm assuming tabletop is fine even, as the aim of the jam is to make something cute and short
I left a comment on your game page, but wanted to write here that you guys did fantastic. It looks and plays great and the level of strategy involved (while not very deep) was still surprising to see. Looking forward to a modular version!
I already left a comment on your game page, but as stated there this game is quite intriguing mechanically and gives thought to how to tackle mechanics which have high flexibility. You did a lot of testing and trying things out, and it was cool to see a game that had a rough testing phase actually become a game in the end, so you did very well. Good job! :)
I already left a comment on your game page, but as said there I hope in future you choose to work with what you made further. The 3D tokens were nice, and I can definitely see the effort and thought in your game. Well done! :)
This game I could not find the time to play during the game show at the game jam, but I am glad I got to try it afterwards.
A simple and playful adaptation of the tower building type of game where you build a minaret. The cover art is great as well, and I am digging the art style going on in the game! Which reminds me now that I would have liked something extra when the minaret is complete or the round ends, and it could be in the form of visual feedback such as a cutscene, or maybe even some way to bring in a high replayability to the game.
As always, sound and music would of course add to the whole experience, but overall it's a well-liked game that adapts well for mobile platforms. Well done!
This game had a nice platformer-y feel in terms of gameplay. It's good to take and make a topical game that brings concern at a lighthearted level. The reaction when you douse the hookah smoker is fantastic.
It would be good to have some sound/music if there are plans to continue working on this game, and a more in-depth look at finding a clearer end(ing) to the game.
Overall there are likable characters and jumping around dousing others makes for an enjoyable experience!
This was great to see as a submission at the game jam. The day-night cycle was a fun implementation, although you maybe should consider shortening the night cycle in some way (or find something that tempts and encourages players to move during the night).
I remember playtesting one of the earlier prototypes, and would have liked the shoving physics put back into the current version. For some reason it felt a lot more funnier to accidentally push the other player away or find yourselves trying to cooperate but failing miserably. Perhaps you can look into making even more exaggerated moves or special moves that these characters could do.
Overall a visually-pleasing addition to the gamejam with a nice cooperative twist (I'm telling you, those shove mechanics before were great).
Bullet hell meets puzzle game, what more could you ask for? :D
This had a great play experience, and I was sad to find myself unable to finish the last level to see the ending at the jam. I find that the warnings and sand-as-bullets were very clear, though it was not clear how the mummy mechanics worked exactly.
This would be pretty sweet seeing continued development in the form of more levels. There's some weird scoring mechanics when you finish a level, and I found when I finally reached the win-screen, I only had 200 in score.
Overall a good blend of two genres, and was great to pick up and play even after the game jam ended!
A really quick one, but one that has a very likable character.
I would like to propose you do more levels on the same theme of transition, so that we can enjoy the character a lot more and allow for some more development of the game. It would be cool if you could find some ways to tie this in with some kind of narrative (if you want to go more in depth into the character) or more replayability (if you want to go more in depth with the gameplay).
It was great to play such a short game that left a quick smile on my face. Make it a longer game! :)