Thanks so much! I'm glad you like the marginalia. Tom did a great job with the illustrations, and they were super fun to write creatures for.
dairykillsme
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Thanks so much for your kind words :) I also find techno machine to be the most difficult. The designer of that level swears he beat it, but I'm not sure I trust him...
Blue and greens are not well differentiated unfortunately. We even had already color shifted them during the jam for this reason, but it doesn't seem like it was enough haha.
Thank you! The level editor was actually completely necessary for us internally because we had 3 musicians and not all of them were programmers or Godot users, while our two programmers were not the most musically inclined. It allowed our musicians to do both music creation and level creation at the same time. We decided to package it alongside the game since it works and maybe people will make some levels!
Oh that's really interesting. I wonder if you could use principles of real snake movement to help influence that. I have a friend that makes segmented robots based on the types here: https://userweb.ucs.louisiana.edu/~brm2286/locomotn.htm, but it sounds quite challenging.
Thanks so much! You can find more info about the 36 word RPG jam here: https://itch.io/jam/36wordrpgjam
The goal was to write an entire system using only 36 words. I also wrote mine in 24 hours which was an unnecessary added challenge, but was fun for me.
I've played with face cards are J(11), Q(12), and K(13), but you can also make them all = 10 if you want the game to not loop so much.
Hi! Yeah this game was made for a 36 word RPG jam so the rules are exceptionally brief. In short, but somehow longer:
The players are stuck in a time loop, which is represented by a deck of cards. Every time a player wishes to act, they describe what they're doing, then flip over the top card of the deck. They then roll a d10, and add +5 if the nature of their action matches the suit, and another +4 if it also matches the player's chosen suit. If the result of the roll is greater than the value of the card, the action succeeds and play proceeds. The card is discarded.
Ex. Let's say my character class is clubs. I want to punch an undercover agent in the face. I flip the card over and it's 8C. Since the suit is clubs, and I'm doing a violent action I get +5. I also get another +4 since my class is clubs. I roll a d10 and get a 4. The total (13) is greater than the card (8) so I succeed.
If the player fails the action, the timeloop goes back to the beginning, and the discarded cards are placed back on top of the deck in the same order. This means you restart the scenario with the same cards in the same order.
The idea here is kinda a mix of a memory game and a traditional RPG, where you might go through a loop multiple times to discover the right route through. I'm considering expanding this idea further with actual real character build options and much clearer text, but this is all you can really get across with 36 words haha!
Something about this game really resonated with me. Love a cozy deck builder, and the themes of built to scale really come through here. You can really build a deck that scales numbers in a very satisfying way. Agree with others that beginning is slow but not sure if that's bad. The pacing of the game is cozy and it feels kinda right.
I would have liked an explanation of how sun and water combined. Eventually I realized it was multiplication. Maybe it would also make sense to have too great an imbalance actually harm the plant. Like in real life if you have too much sun / water it can be harmful to the plant beyond just slowing the growth.
Anyways just have a lot of thoughts because I really liked it 5/5*













