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matthew-marmalade

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A member registered Jan 17, 2024 · View creator page →

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Hey, another collection tips hat! These are beautifully presented. I think Inner Dialogue is my favorite; having to personify the cards and then mediate their discussion is a very interesting prompt.

Oh this is absolutely stunning. Reusing 48’s meaning in a form of dream interpretation to prompt your design? The baseline game is really solid; the self-modification is inspired. I mean that experience is a word puzzle, an exploration in game design, and an open-ended musing on themes of what might exist for the dead beyond melancholic nostalgia, all rolled into one. I also want to shout out the layout; spacing out the words to make it just a bit easier to insert/modify is good simple and clever usability.

‘The game continues until it breaks’ That’s what we like to hear! Well done. I’ll be thinking about this for a while.

That’s very kind, thank you! Glad you enjoyed.

Thank you, that’s very kind! And yeah I got a bit carried away, perhaps….

Deserters one of the strangest; I’m not sure how effective the creation of impromptu coded messages would actually be, but experimental was certainly the goal across the whole project, so.

This is beautifully rendered/laid out. The way you’ve achieved a slow meditative perfectionist drift is very clever. It’s interesting how the affirmations are in conflict with the gameplay… I wonder if you were intending people to experience dissonance, from this, or something else.

I also feel like I’d select the affirmation based on the number of 6s rolled, so I don’t have to decide which one to do myself. But I don’t know if I can recommend that be added to the game itself because it’s a bit of a wordy mechanic and would fail if you ever rolled nine or zero 6s (though I suppose those could neatly represent overwork or underwork resulting in burnout and a lack of will to affirm.)

Sorry this comment’s a little meandering – the game gave me much to think about, thank you for submitting it!

Consumable distractions is really clever! That would completely solve what I brought up. But yeah the word count is definitely brutal… what everyone’s done within it has been so impressive to see.

Excellent sense of inevitability here. I struggle with fixation (getting a little consumed by the thing I should be thinking about) more often than avoidance (it’s quite difficult to distract myself sometimes actually and often I’d benefit from it) but honestly I think this works just as well for that experience too, given how much the distractions are framed as ‘yay, big number, success’.

I like the death-spiral nature (d6/d4 under 5 is nearly a given), but I wonder if there’s any way to avoid the experience of immediately rolling a 1… I suppose that’s a feature, rather than a bug; at no point are you ‘safe’!

Oh and the crumpled paper background is a really nice touch!

Congratulations on/thanks for the maladaptation gamification (and the interesting game); luck in all endeavors both distracting and avoided.

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I really like this. I’ve made a just-imagine-things RPG before, so I’m fond of the basic conceit, but anchoring it in the navigational memory of walking around your neighborhood is very clever. Honestly (I’ve moved a lot) I can imagine this making me really quite sad, in a good way, depending on the home I pick. The way you’re sort of playing against yourself, playing against time and the idea of forgetfulness, but all centered around a simple repetitive action/image…

Well, the next time I try to settle my breathing, I will be playing this.

Oh this is very good! I love your decision to go with a LARP. I’m reminded of the text post along the lines of ‘saying a prayer for the tiny god I worship by always having tea in the same mug’.

If I wasn’t already doing this on my own, I would certainly start playing :) well done.

This is quite sweet, I love the idea of adding a tiny amount to a drawing each day. The background is a good suggestion of how to put the segment-based design into practice for someone who might not be sure how to start doing that.

And I like how it’s not just the rules that have a word limit, but the gameplay too, that’s a fun parallel!

Nice! I like the skills, the simple mechanics, and the lethality. d4s always have a fun resonance for playing little critters, as well. I initially thought that the list of skills was a table to roll on, as in to select the qualities, rather than what you meant which was an array of stats… maybe ‘for each stat’ would work better than ‘to determine stats’? (Same word count)

I feel like the multi-game progression lends itself well to playing this for like fifteen minutes as a warmup game with whosoever arrived early/on time before the main game of the evening; over the series of evenings I can imagine some rats getting large enough to start getting noticed by the characters in the main game!

Clever name too! Simple but very memorable.

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This is excellent. Really love the use of iterative mechanics (it took me a couple passes to parse fully, like a good technical manual) and layout – which let you pare down mechanical word count to squeeze as many evocative words into the generator as you can

Yeah I keep rereading this and finding new things to love. The taste of any two words together in my head. The way the same generator is used for both enemy nature and pilot gender. The punchy sound of the game’s name itself.

I think my only critique (and I’m scrapin’ the bottom of the fuel barrel) would be that it might be difficult to answer independently and then reveal in a print format with the lists side by side on the page; I don’t know quite how you’d even solve that though! My brain jumps to… two mirrored versions of the pages where the lists link up when you place them side by side?

Anyways, fantastic job again :)

Fantastic concept and charming execution, very impressive first trijam!

Hullo! Just wanted to comment as I purchased this last night to run for some friends a few minutes before our first-ever game of mothership and it was incredible. Well worth the asking price, for 6 hours of non-stop ramping-up tension and riotous fun up there with the best we’ve had at the table. Combining multiple axes of danger creates a narrative that feels like a slowly-derailing train, and the evocative playground of the maps, characters, and situations was top-notch. It’s my first time running any session from a module and I think DHHS has set the bar unreasonably high; thank you for making this and well done!

Oof, I’m sorry about the restarts! I really wanted to implement some preview/UI of ‘the object you’ll pick up if you press e’ and ‘where the object you’re holding will end up if you press e, and if that position seems occluded’, and of course to tune the various hitboxes to make them less likely to conflict, but ran out of time :/. it’s top of the list to fix once the rating period’s over.

Thank you for playing and sticking with it anyway! I’m really glad you enjoyed seeing the spirits take soup; immersing the player in the experience of watching the procession move by, and in your own small way improving the experience of those within it, was the guiding light of the project.

Delighted you had a good time. If you know what specifically felt off about the movement, I’d love to know how to fix it in future, but obviously no worries if not!

Thank you for playing and commenting!

Thank you so much for playing! I’ve passed the art feedback along!

Incredible work - beautiful UI, simple but solid gameplay, and a really impressive interpretation and execution of the theme, and a fantastic way to do asynchronous co-op gameplay (something I’ve realized I’d love to see more of from games, and might have to investigate making myself, because I love the way it lets you feel like a part of a team/community, without requiring friends in a compatible time zone…)

Runs felt a little too short/samey to me (perhaps a starting-weapon-type choice might help, and/or increasing the base irrigation rate, and/or up the effects of both sacrifice and upgrade, to make upgrades more run-defining?) but that’s like, in no way a genuine complaint, just mentioning the barest hint of friction for my experience. This is just really impressive all-round, thank you for submitting it!

That was wonderful! I love the decision to make all the assets with crayon, that was a really charming touch. I didn’t quite get the hang of talking to people in time – I kept thinking that typing, or playing with the marbles, etc. would result in people being friendlier to me but I realize now that of course that’s the whole point of the game! Very true to my real-life experience though; I’m only ever really capable of making friends if there’s a shared activity (and even then only quite slowly).

Really well done on all the art and sounds (getting to draw on the wall was a little messy at my resolution but really impressive!), good simple design with a lovely story, thanks for submitting it.

Amazing job. Lovely story, incredibly polished, absolutely gorgeous art! Some of the platforming was a bit tricky, but that just made me feel really delighted I got to the end. Most of all, the way there was a new shiny thing around every corner – a new item to pick up to fulfill an old quest, a new character to be charmed by, a new type of puzzle, a new scripted event type, a new twist in the narrative… it all hangs together extremely cohesively. I hope you enjoyed working together and I hope it’s the first collaboration of many!

Really glad you liked the story and characters!

I think simple mechanics was a really useful choice for us here – cutting any sense of making the game challenging really helped with the short dev time, and let us focus on that polish… and for me the challenge of generosity/volunteering/etc. in the real world has never been that the act itself is difficult, but that it can be hard to carve out the time and find/build the infrastructure required to do good!

Thanks so much for playing and commenting, and congrats on getting to the end!

Some other testers have mentioned it being hard to pick up certain things – definitely could configure the hitbox better there, and make it more obvious when you can interact with something vs. when you can’t! Some tuning of that will definitely be on the task list once the rating time’s over.

Really glad you enjoyed the art and story! And haha yeah it was definitely a wild dev period, but we had to try. Thanks for playing and commenting!

Thanks for playing! Glad you liked the elements; atmosphere is always what I’m shooting for. Definitely agreed on the sounds and music, it’s a big weakness. Cheers!

Thanks for playing!

Thanks so much for playing, glad you enjoyed! The procession as a constant dynamic feature was a goal of the design, so, glad that worked out!

You’re so right about the sounds; a list of basic sfx was at the bottom of the to-do list for the whole dev time. Definitely something I’d add once the rating period’s over; I’d really like to actually make some soup and record the sounds of that process. Thanks again!

Loved the music and art. The scene nearish the end, getting small as the music changed… that felt genuinely intense and cosmic/eerie! Oh, and the animations were incredibly smooth. Well done!

Hi there – just coming back after four months to say that a) Transsiberian has remained a weekly listen at minimum since your recommendation (I actually playtested this game recently with it!), b) I recently found Raising Steam at the library and enjoyed it very much! I have always adored Terry Pratchett’s ability to care deeply and genuinely about his topic-of-the-week, and there was the strongest sense of ‘this writer understands what makes trains so unbelievably compelling’ as I read it… so the comparison you have drawn is about the most complimentary feedback I could imagine.

This is awesome. The mechanics are simple and stellar, the design is minimalist and evocative… I don’t know if I’ve seen a ttrpg capture the feeling of all of subterranea’s wonder and longing and loss and darkness and dread as well in a thousand words as this does in 36.

Here’s my playthrough:

It ended in a Grave (loss), which I decided to interpret not as my explorer’s grave, but the grave of the person they went looking in the dark for, now forever out of their reach. I wonder when, if ever, they’ll finally turn and leave the tomb behind.

Re: email, still setting up that sort of thing properly, but for now mar.malade.1066@gmail.com should work to get in touch.

Ah, nice, that makes a ton of sense for Flying – that goes so well with the fact that you’re playing on a kitchen table, which likely has the stuff on it that kitchen tables seem to gravitationally attract. Thanks for clarifying! I’ll let you know if I ever ‘get it to the table’ :P

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I really liked this! I’m getting more into designing games that have kind of an inbuilt soundtrack to them, so this is kinda my jam. The idea of sharing invented memories implies that this game could be about playing a now-dispersed high school friendgroup at a reunion or something – or a good game to play along to a character playlist by yourself, fleshing out backstory as you go before you play a different TTRPG. Could be a great game to pass time on a road trip, too! Thanks for submitting it :)

I’d love to know more about your own creations that include music as well!

Well, since you ask! It was on my mind because one of my submissions to this jam, Space Banjos, asks the player to play some of the titular space banjos genre; mainly because the game was very much inspired by listening to a playlist of that as work music while working on the art for one of my other submissions. Useful for efficient tone communication.

But the main resonance I felt with your approach here was a game I made a few weeks ago, Dreamlined, for the Tabletop Train Jam. Dreamlined is about playing as a sentient train, and I wanted to give the journeys between stations a feeling of progress and meaning and time, without being too prescriptive about duration or mood and without that time stretching on into boredom. I ended up with the idea of marking the time between stations with songs – It’s about the right length of time to wait, it gives the imagination a sense of movement, and it resonates with how often I listen to music while staring out a train window.

Of course, reposting now.

I really liked this! I’m getting more into designing games that have kind of an inbuilt soundtrack to them, so this is kinda my jam. The idea of sharing invented memories implies that this game could be about playing a now-dispersed high school friendgroup at a reunion or something – or a good game to play along to a character playlist by yourself, fleshing out backstory as you go before you play a different TTRPG. Could be a great game to pass time on a road trip, too! Thanks for submitting it :)

Nice! Love the duality here between hunter and hostage; the combining emotional prompts are a nice dose of unpredictability, and the final question evokes the doubt at the thematic heart of this genre really well. Great name and icon, too!

Loved the name and theme, the three-act structure, the use of domains and a crux of conflict to help players get into character.

Minorest of notes - ‘exhausting’*

This has a lot of promise as a worldbuilding game, too - I can see a fascinating campaign/oneshot spiraling out from the central idea of ‘the barely-holding-it-together gods are wiping the slate clean to begin again’! Nice job.

Oh this is very exciting. Short and sweet. I’ve only just learned about bookmark RPGs and this is a really evocative example; I love how each table option so clearly bloomed a different story in my mind’s eye – and then of course the penny-drop at the end is clever and heartwrenching all at once.

You’ve nailed the essence of these stories – an single terribly impactful decision, and then the experience of watching how the out-of-place grows up where they Do Not Belong. Thank you for submitting it!

Neat, I really enjoyed this. I have a real fondness for dead-simple wargames that use what people have lying around (I respect those who go all in on incredibly detailed miniatures as well, but, there’s something delightful about seeing that and going ‘nah what if it was just anthropomorphised dice’). If you’ve never heard of the BrickWars project, about a wargame designed around repurposing LEGO collections, that might be up your alley.

I’m a little unclear on what the mechanical effect of training a die into a flyer is? But other than that it’s solid, creative, and well-illustrated. Nicely done. 36 words is short enough to stick in my head, next time I see a huge pile of dice I’ll have to talk someone into giving it a try with me!

Oh this is very nice work! It’s simple and straight to the point; I love the efficiency of language and design but there’s an evocative and heartfelt core… I can see this being an excellent game to pass time while waiting on a platform, alone, late at night - I’m struggling to find the words to describe that particular environment and state of mind, but I suspect you might know what I mean?

Focusing on the arrival-interlude-departure loop, those intermittent bustling moments of activity… yeah, this is really clever. Thanks for making this (and for hosting the jam, obviously!)

Immediately listened to that album and it was excellent, thank you for the recommendation! I’m still working my way through Discworld and haven’t made it to Raising Steam but it’s one I’ve definitely looked forward to.

Thanks for giving it a shot and for the kind words, hope you enjoy :)

Enjoyed this a lot - love seeing what people do with (mostly) system-agnostic setting descriptions, it’s a neat in-between genre I have a lot of fondness for. The world here is very specific and evocative, and I love the work you put into describing its influences and vibes. On a thematic level, the paradox of trains as progress and trains as destruction is compelling, while on a mechanical level, trains as hexcrawl analogue for an OSR playstyle? Excellent excellent…

The presentation and writing are really impressive (though image credits would probably be a good idea!) and I saw you mentioned this is just a beta? I’m glad you decided to share it, best of luck with any improvements you’re planning!