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A jam submission

DISH PIT WITCHESView project page

work hard. play gay. do magic.
Submitted by blake stone / fenced forest (@fencedforest) — 10 days, 41 minutes before the deadline
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DISH PIT WITCHES's itch.io page

Results

CriteriaRankScore*Raw Score
Vote for your favorite#193.9233.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This rocks. I love the way the GM doubles as a player role and a character in the game, and the explicit antagonism of the role. Also the detail of potentially hiding an inventory item is a perfect way to set the tone at the start of the game.

Overall, I'm really impressed by how this captures so much about my experiences in restaurants and retail, both the good and awful. I can't want to give this a shot.

Developer

thank you!

(+2)

One of the only jobs I've ever been fired from was working in a dish pit, and this game will let me relive that expensive evening one more time.

blake stone does it again!

Developer

oh no that's not ideal! <3

Submitted(+1)

This is excellent. It captures the absurd camaraderie of restaurant people so well and is a fantastic critique at the same time.

Submitted(+1)

excellent work here

Submitted(+1)

This is fucking superb, a critique, a game, and an object lesson in tight, elegant design wrapped up in one. The layout is clean and readable, love the use of bold in paragraphs to draw my eyes to relevant mechanical declarations.

The teamwork/stress rules are awesome, they pull me into the space effectively enough I flashed back to working as a pizza boy. The recovery/game structure reinforces this, making for a nice (by which I mean: evocative) loop.

One thing I think might be worth including is a sort of permanent stressor optional rule where something like a critical failure may drop your tolerance by one - because my experience working retail/food was similar in that I sorta tallied up major frustrations and let the minor stuff slip until I finally had to or could bounce.

This is so hackable, I could see using this underlying system for say, selling shoes (another terrible job I once had).

This game is awesome and one of my favorite kitbashes from the jam!

Developer(+1)

thank you so much! you're right about the permanent stressor thing, that's a good idea :D

Submitted(+1)
  • Hits that sweet spot between flavor, game mechanics, and narrative possibilities.
  • The work week structure is a really effective use of the setting. Makes it ideal for one-shots or conventions, but leaves the door open for a possible campaign.
  • Likewise, the Station set-up is an organic way to introduce thematic "Classes", without imposing specific min/max stats.
  • If there's any setting that benefits from a dedicated Teamwork mechanic, it's this one. Great call!
Developer

thank you! i really appreciate being told what works and why, that's incredibly helpful!

(+3)

I want to run a game session this week! :D

Submitted(+2)

A premise so mundane yet so magical. Amazing work!

Developer

thanks!!

Submitted(+2)

I'm a big fan of the working-for-the-weekend metastructure going on here—the diegetic use of "everyone levels at the end of every session" bit from core Tunnel Goons is really clever.

Developer

thank you! :)

Submitted(+2)

This is superb.

Developer(+1)

thank you!!

HostSubmitted(+2)

awesome!

Developer

hey thanks!!