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Yeah, I was 13 living on the Northshore when Katrina hit and I kinda have to deal with hurricane trauma in some artistic way at least once a year. Plus Ida has been at the back of my mind since it hit last year, on the bloody anniversary of all dates.
I plan on making a roughly 3 hour long RPG, but its a plot/new game plus loop where the ending changes every time, around 25 times. And some endings can only be accomplished if you game over at the right time, or else it skips it, and you would have to loop all the way around again to get that ending in the endings order. And I want achievements attached to each ending. I know some completionists that would have their brain hemorrhage over such a system.
Hi, I have made various games in a jam setting (two of which can be found on my itch page). I just wanted to post some general advice for those who are looking to jam a narrative game for this jam. Note that this advice is not universal, mileage may vary, but I feel it would be a good place to start. Furthermore, if you want to add to this, feel free to respond to this thread as well with your own advice even and especially if it might contradict my own.
- Keep it under 5000 words max. I even only suggest this high of a word count because we have two weeks. For the last two Global Game Jams I wrote roughly 1500 words each including code, and that was in 48 hours.
- Figure out the mechanics/hook first, then write the narrative to emphasize the mechanic. Try and build a small prototype/proof of concept of that mechanic, then expand from there.
- I would also recommend a rough outline that has all your important nouns, verbs, and characters.
- Further, if you are doing a choice based IF, I would recommend including in your outline an emphasis on your major choices where the narrative branches. If a parser game or walking simulator is more your speed, a section in the outline giving a quick rundown of your rooms and their interactable objects would also be a good idea.
- I would also make a rough outline of the plot as well, something akin to doing a basic story circle as popularized by Dan Harmon. Organizing these will give you much more structure in building your game and give you a roadmap to build, plus its experience towards Game Design Documents.
More advice can be found in the NarraScope discord's Game Jam channel, so I would recommend looking through that as well. So good luck on getting a game made, I believe in you!
Ha, yeah, that's how my brain/conscious talks back at me when I am inner monologuing, so feeling like the inner voice is attacking you probably is a little biased towards my self loathing complex. Thanks for playing!
Detective story mixed with plant people, it's an interesting concept. Only problem I had was that one of the endings is abrupt, with no signal stating that you reached an ending like the bad end.
I found the surrealist humour of this narrative rather enjoyable. However, I did run into a big at one point where at the store it prevents progress due to no more content in the loop. I had to restart the story at that point.
This trend has made me feel much more secure on working on my current gamedev project, which is an Interactive Fiction/Visual Novel game made in Twine. Until recently, I did not think such games would be successful in the modern game space.