Having a lot of important dialogue is enough even if it's not a visual novel. That includes exploration, RPG and so on. So your idea is completely fine.
I just wanted to avoid a situation where people added games with basically zero narrative focus.
Feel free to ask more questions, they'll be added here.
Not at all. There are no rankings nor prizes, though it is encouraged to play each other's entries.
Of course. Since older works are also allowed, you can not only start working on the outline but also actual development, final assets and such. Technically you could make the whole thing before the jam even starts and submit it during the first day but it's encouraged to work on your entry during the jam's timeframe.
Not at all. Even a puddle or a bowl of soup count. The scale of your body of water doesn't really matter as long as a significant part of the story happens there.
Well, that's a hard question. Ideally, the story should take place in some kind of body of water but! if underwater creatures are important to the whole project, that's also allowed even if the characters spend time mostly on land. Or in space. Or anywhere else, really.
Some examples include but are not limited to: a scientist taking care of and researching a fish colony. Kraken sightings where the narrative focuses on the kraken itself. Flying whales as a pivotal part of the narrative. A war between sirens and mermaids. And so on. Basically, the link to the jam's theme should be obvious.
I know accidents can happen, maybe you lost internet at the very last moment or anything else. That's why the jam is a bit longer than two months. But - just in case you really were barely a few seconds late, you can notify me of that and I'll add the entry manually. Just note that I won't add anything you notify me about after 24 hours since the jam ended have passed.
Sure. While I expect mostly to see visual novels, any kind of story focused work, be it a game guide, ttrpg, novel, comic, picture book etc is still allowed.
Not at all. While it would be nice, it's not a requirement.
Whichever you want, honestly. Though considering most of the submissions would [I hope] have some kind of story to tell, here are some recommendations:
Ren'Py - basically the go to program for English language visual novel creators. Moderately simple and very easy to learn if you want a basic game. Just a bit complicated if you want something good looking or fancy and if you know what you're doing, you could honestly even make an RPG there since it's based on python; point&click games are easier, though.
Light.vn - a mostly visual novel engine with a more graphic interface than ren'py. The english community is significantly smaller than the japanese one but it's worth checking out due to its various non-vn supports, like side scrollers or various gameplay elements.
Unity - very versatile, has a big community and if you're stuck, looking for help shouldn't be hard. Can be used for both visual novels, text adventures [there are also way simpler and lighter programs for that, though] and something complicated.
Twine - want to write some interactive fiction instead? Twine is a very intuitive option that also allows its users to insert pictures or music to their stories [that requires easy to find plugins]. No GUI customisation needed, just write your story.
Quest - prefer text adventures? Look no more. Another very simple program, also offers to make your game online and post it on the site. You can also try Squiffy from the same creators [interactive fiction only].
Ink - another simple way to create interactive fiction. The end result is very light-weight since if you want, you honestly can pack the whole story into a single html file.
LÖVE - a bit more complicated since it requires some programming knowledge. Uses Lua and is a framework for 2D games. Quick to learn. The only downside is that you have no basic art assets and need to prepare everything yourself. And if you want to create using both code and a graphic interface, you can always try Defold.
Godot - scripting using C++ or GDScript, Godot supports many platforms and allows for the creation of both 2D and 3D games. Open source with a pretty big community around it and many tutorials to use.
Narrat - want to create narrative rpgs with an inventory, skill checks and maps that still heavily relies on text? That's the one. It's open source and has some handy interface that doesn't require a lot of complicated programming to make your game.
Bitsy - for short, pixel games with a limited palette. Very easy to use, supports HTML5 [the game can be played without downloading], let's you go as simple or detailed as you want. Worth checking out.
RenJS - doesn't require programming, supports HTML5 and different plugins if you felt like adding some more features. Beginner friendly.
If you're playing on pc and use a mouse, you can use the wheel to scroll the text back which leads you to the previous screen and lets you save.
Though it's a demo so it doesn't have any endings at the moment. That message was left there since we planned to let people use old saves instead of replaying the common route but the full version won't be compatible with it anyway due to the new content.
So you can ignore the message and there are no actual endings.
Hello. The jam with a strong preference not to include AI assets was omegaverse jam, not the werewolf one. Right now the information about your usage of AI generated assets isn't plainly stated in a visible place on the page which goes against the rules. I'll leave it for now but if you don't add that information [the more specific, the better] before the jam ends, I'll be forced to remove your submission.
Still in progress. We're just busy so it's going slowly and I'm personally not a fan of updates that don't feel significant, though of course I wouldn't stop the team if they wanted to post one. And we will make a devlog once it's fully released.
As for donations - they weren't the goal. As you can see, they're turned off at the moment and will remain that way for the time being. But thanks for your interest.
Feel free to ask more questions, they'll be added here.
Not at all. There are no rankings nor prizes, though it is encouraged to play each other's entries.
Of course. Since older works are also allowed, you can not only start working on the outline but also actual development, final assets and such. Technically you could make the whole thing before the jam even starts and submit it during the first day but it's encouraged to work on your entry during the jam's timeframe.
You're free to make your character whatever you want, they don't even have to be humanoid.
I mentioned it on the main page and while technically it's not exactly the same as omegaverse, to my knowledge it's similar enough to be allowed. It would be nice, of course, if that element was integral to the story and not just an afterthought.
Yes, as they're more or less based off omegaverse, although you should mention that fact on the game page [and ideally tags]. There should also be a stronger focus on the dynamic to show we're not just dealing with a normal human setting.
Due to its nature, there are multiple possible interpretations. Some have women be normal humans since the gene is carried on Y chromosomes, in some it applies to all people but pairing an alpha woman with a man turns it into a normal human relationship, sometimes the pheromones have a variety of food smells, sometimes it's only a recent mutation and so on. As such, as long as you have alphas, omegas and betas, you're free to modify the setting to suit your needs.
I know accidents can happen, maybe you lost internet at the very last moment or anything else. That's why the jam is a bit longer than two months. But - just in case you really were barely a few seconds late, you can notify me of that and I'll add the entry manually. Just note that I won't add anything you notify me about after 24 hours since the jam ended have passed.
Sure. While I expect mostly to see visual novels, any kind of story focused work, be it a game guide, ttrpg, novel, comic, picture book etc is still allowed.
Not at all. While it would be nice, it's not a requirement.
Whichever you want, honestly. Though considering most of the submissions would [I hope] have some kind of story to tell, here are some recommendations:
Ren'Py - Basically the go to program for English language visual novel creators. Moderately simple and very easy to learn if you want a basic game. Just a bit complicated if you want something good looking or fancy and if you know what you're doing, you could honestly even make an RPG there since it's based on python; point&click games are easier, though.
Unity - very versatile, has a big community and if you're stuck, looking for help shouldn't be hard. Can be used for both visual novels, text adventures [there are also way simpler and lighter programs for that, though] and something complicated.
Twine - want to write some interactive fiction instead? Twine is a very intuitive option that also allows its users to insert pictures or music to their stories [that requires easy to find plugins]. No GUI customisation needed, just write your story.
Quest - prefer text adventures? Look no more. Another very simple program, also offers to make your game online and post it on the site. You can also try Squiffy from the same creators [interactive fiction only].
Ink - another simple way to create interactive fiction. The end result is very light-weight since if you want, you honestly can pack the whole story into a single html file.
LÖVE - a bit more complicated since it requires some programming knowledge. Uses Lua and is a framework for 2D games. Quick to learn. The only downside is that you have no basic art assets and need to prepare everything yourself. And if you want to create using both code and a graphic interface, you can always try Defold.
Godot - scripting using C++ or GDScript, Godot supports many platforms and allows for the creation of both 2D and 3D games. Open source with a pretty big community around it and many tutorials to use.
Narrat - want to create narrative rpgs with an inventory, skill checks and maps that still heavily relies on text? That's the one. It's open source and has some handy interface that doesn't require a lot of complicated programming to make your game.
Bitsy - for short, pixel games with a limited palette. Very easy to use, supports HTML5 [the game can be played without downloading], let's you go as simple or detailed as you want. Worth checking out.
RenJS - doesn't require programming, supports HTML5 and different plugins if you felt like adding some more features. Beginner friendly.
A greek girlie watching the olympics lol Nice comparison.
It's not entirely your potato laptop. We're actually looking into potentially switching to a different engine to optimise the game since it does lag a bit. We'll see how it goes but worst case, there would be probably a version without transforms so it's faster.
As you're well aware, many people see a black screen. I looked into the files and it's because of the file names, which are in russian in the script, turn into gibberish depending on your locale. So either change your locale or wait for the dev to rename the files used, this time using only ascii characters.