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A member registered May 07, 2019 · View creator page →

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This Maze Will Be Big Enough to Call Home Someday first gets points for the title alone: Love me a long title that evokes a specific vibe while using distinct language.
Aesthetics are very much my jam using black background and more neon-like colours to draw forth that ASCII graphics look. There is an included plaintext/printer-friendly version as well for those worried or too much a coward to spend all their black ink on it.

I also really like collaborative worldbuilding games and this is in that style but the framing of being kids making their dream game together is a fun twist that opens the avenue for playful jabbing or petty disagreements who's medium of battle is passive-aggressive creative changes through your young game designer characters.
Connections are simple but effective and having to give yourself a username + selecting a symbol to represent you is a solid way to do simple character creation that further seeps players in the overall theme.

Having a built-in timer that's based on actions instead of arbitrary or random? Love it. More collaborative worldbuilding games like that. And then, related to that, having a wrap-up procedure where everyone gets to create a forum post related to the game after it releases is excellent closure.

I look forward to trying this ASAP!

I'm glad what I wrote was able to help you in that way! Here's hoping it has a meaningful impact on further interactions with games and the community surrounding/entrenched in them!

It is of the upmost importance in design that games convey their strengths as effectively as possible and it is likely a failing of design if a supposedly discouraged behaviour is one which continuously and so reliably seems to crop up in play. 

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If I could fuck these swords I would. And honestly? I just might.

Yeah I quite like lyrical games! As referenced in the article there is an interesting conversation in what accounts for system and, having made a couple lyrical games myself, they're certainly able to fit within this philosophy too. I could see a game not dissimilar to Realis, for example, working with words alone and perhaps their manipulation as the central game component.

So I had my card fully finished before the deadline (20 minutes to go but still counts!!) and like a fool I had created the game page then uploaded the files without actually officially submitting it to the Jam. Totally understand if it cannot be officially added into the jam entries or makes me disqualified for prizes but I'm really proud of the concept and execution of it in such short time.

Curse my desire to write and layout a befitting page before checking it was properly submitted.

Anyways here is my card which is formatted akin to a Ouija planchette. Thanks in advance regardless of ruling. <3

<3

Thanks for the kind words! I'm honoured to get you thinking in such a manner. 

I cannot stress how earnest this next sentence is enough. This is art.

Sometimes a game is laser-targeted at you so intensely it is almost offensive. UST is perfectly in that category.

Gonna make a character who's value in Self is "my great ass" and who values in others "an even greater ass" (which I wrote before reading the suggested options!!!!! AAAAHH!!)

<3

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It's a personal honour to know I am out here making a proper difference in the world unlike all the other self-proclaimed "game designers." #BlessUp

Apologies! I must have forgotten to save changes when I was editing it last! It should be PWYW now.

Even if you never play the game itself, this is worth getting just for Captain Percival's Guide to the Sea as it is chocked full of inspiring pieces of worldbuilding that many folks likely overlook. Great fun to read and immediately getting implemented into my games going forward! Can't wait to give it a play too, as the usage of a stopwatch to emulate fishing is genuinely genius.