Squinting at this one after doing Rover. I should make it Stronger.
Dice Problems
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Oh dang now I gotta make the gambler and the back-biter...
Seriously though this is a good idea! I think it could use another move or two but it looks playable as is.
Thank you! I think you could, but it's kind of a gray area. My reasoning was that because Interstitial already tells you to think about your links a lot and make links freely, providing this as a catalyst for doing that felt like enough. It definitely feels like a spot where it's a good idea to roll for a link. I didn't want to prescribe a specific type of link for it and felt like giving a link without rolling was too much of an added benefit for something that was already getting this character out of hot water.
It's a little different from Not My Strong Suit because I feel like the situation that move speaks to is a lot more clear-cut, and the benefit it gives is more of a perk to reward another character for engaging with yours and not an immediate strong save on your character.
....But also, Interstitial is not balanced so go with whatever your heart feels is right for your idea imo.
Tell the group how cool what you're working is, so we can encourage you and get excited! (Then you can guilt trip yourself into actually working, because now people know you said you would. It's a foolproof plan that always works out for me!)
I have two backburnered projects from the summer I'd like to finally get somewhere with. Hopefully I will get at least one done!
Mobiliize was supposed to be finished for LUMEN Jam before my life exploded. It's a LUMEN-based game where you play a team of pilots that compete in giant animal robot fightsports. (Is it Zoids? It's Zoids. I'll just admit it's basically Zoids.)
The other is a project that was inspired by Carta Jam and very quickly spiraled very wildly out of control into its own thing: Monster Battle League is a solo game where you use a deck of cards to simulate training your pet monster to win the monster battle championships, one season at a time. (...It's Monster Rancher.)
Welcome to game jamming on itch! It's a lot of fun! I enjoy the constraints (that give me something to shoot for) and deadlines (that make me actually do it sometimes.) I am not even sure how I hit on my idea but I had a cover and the game mostly figured out in a text file for the last uh... month maybe. This past couple days was just checking to make sure it would work in numbers (I think it does? Maybe????) and my final nemesis: LISTS OF THINGS. You say to yourself "oh yeah, sure, I'll write 52 prompts, it'll be fine!" But then you gotta actually do it.
Congratulations, fellow jammers! I'm all excited with the relief of finishing my entry (and, you know, the joy of sharing it) and figured I'm probably not the only one!
What challenged you during this jam? Did anything interesting happen while you were working on your entry? I ended up doing a bunch of math to figure out how many cards on average I'd expect the player to see before the game would end (so I could try to calibrate point values)... then figured out that there was a much easier way to calculate that same answer. But it was fun!
Serious answers in the context of a game jam:
- Set yourself up for success by choosing a project of manageable size that you can accomplish within the given time with the resources you have. Don't demand more of yourself than you can spare.
- Allow yourself to be imperfect. Don't stress yourself out if the final product is too.
- Take care of yourself. Give yourself breaks, drink fluids, and don't skip meals in work binges
- When looking at others' submissions, don't let the critical part of your mind use the work of others to beat yourself up. If you see something particularly creative, clever, beautiful, or that seems to have taken a lot of work, enjoy it and be inspired by it. Do not devalue how you feel about your work by comparison. The work you created is what you were able to give at this time to that idea. It does not preclude you from doing more impressive work later, and others having more resources (time, creative energy, artistic ability, etc) that they can give right now doesn't mean you never can, or that what you did means less.
A friend of mine showed me this and I thought it would make you guys smile too: https://www.dicebreaker.com/topics/itchio/news/pleasure-not-business-card-rpg-ja...
I like this! It reminds me (of all things) of the curiosity of discovery mixed with homesickness of this clicker game about sharks from a few years ago, which was the main thing that stuck with me about the shark game in the first place.
This has some really solid atmosphere. I liked how none of the drifters you pick up are inherently a threat, the most that is provided is they might ask something of you. It makes for a surprisingly hopeful space in a game that's about searching, sometimes fruitlessly, for weird things that are probably bad.