So I finally decided on what I'm going to run with! Took me a while as I've been busy and haven't been able to dedicate much time to the jam, but planning on getting a game done for sure.
I decided to run with doing another tabletop game, this one based off an old Speedgame entry I did back in 2019 called Project Starsoul. The verse I led with then was Romans 15:4. I plan on keeping that verse since it is conceptually the bedrock of the game, and I'm going to be implementing all three verses of this Speedgame in some way.
- Song of Solomon 2:15: The foxes will be a special unit that is chasing you and are a sort of antagonist. Also in a way, the "foxes" are metaphorically the miasma that hangs over and travels over the land. What I call the abyssal clouds. The "vineyards" they are ruining are the few settlements and people living across this post-apocalyptic land.
- Isaiah 9:2: You are the light in this land of darkness, the great light is the hope you bring.
- James 1:3-4: Endurance will be represented by the difficulties and challenges you will face, and if you stay determined, you will succeed; i.e "made whole"
- Romans 15:4: For context, this one signified scrolls and ancient artifacts from a lost time, found and used as blueprints for restoring a broken world, and bringing hope.
I won't describe my notes in detail, but feel free to glance at them or read them, I'll explain them over time as the game rules solidify this week.
The underlying system will adapt the system I built with Project Ember Adventure #1, created during the Speedgame Hardmode. I'm modifying the stats, how certain choices work, modifying combat, and including a sliding scale of difficulty. The storm marker will work as a difficulty scale that will make the game harder as time progresses since every three marks a new abyssal cloud will appear on the game map. Using each cloud's center to determine movement, each cloud will move 2-4 units per turn, determined by wind speed and random factors. After the 9th mark on the meter, the marker would go back to the beginning and the process begins anew. When a cloud's center reaches the map boundary, on the very next turn the cloud is removed from the map.

There will also be random encounters and loot represented on the map as an X to indicate a point of interest. Some points of interest may be a location, treasure, or a random event that you can decide to go towards on your journey to a specific place. The risk/reward scenario here is that you will have to contend with the clouds moving across the map and the challenges you will face. You can move through the clouds, but each cloud has a concentric circle that determines how bad the consequences are the closer to the center you are.
Character-wise, you'll start with 3 characters and work your way up to five characters, each with their own perks, strengths, and weaknesses. Last time I wasn't able to implement special powers and abilities, this time they will be necessary for the game, and I'm going to make sure they are included to spice up combat and not just have the player rolling die to deal damage.

Looking forward to getting this going and I'm excited to build it!


































