Play travesty
Committy!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Modifier | #6 | 3.814 | 4.000 |
Sound | #17 | 3.242 | 3.400 |
Overall Bad | #18 | 3.719 | 3.900 |
Overall | #21 | 3.178 | 3.333 |
Overall Good | #24 | 2.670 | 2.800 |
Gameplay | #29 | 2.574 | 2.700 |
Graphics | #32 | 3.051 | 3.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
This game is intended to be the net sum of everyone's suggestions. Every single card in this game, and the interactions it has with other cards, are all immutable player suggestions. (also, take a closer look at the URLs generated whenever you get dealt cards.)
Any additional information for voters?
Best played with at least one other person on a call or something with you, along with an easily-contactable third party in order to successfully complete The Ritual. Also yes, the game itself is actually on glitch.me (itch.io doesn't like serverside html stuff), but the itch.io html page is part of the experience.
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Comments
Probably one of the most unique ideas I've seen in SBIGJam, and very ambitious! I love the communal aspect of it, and how people can just submit cards (Also probably involves somewhat of a level of trust in people lol 😅)
While I may be slightly confused as to how certain cards beat each other out, the battling noises are really funny and the overly long announcement upon playing a match is hilarious! (Although probably not something you want if playing multiple rounds 😄)
I also want to commend you on the itch page to visit the game, as it is one of the greatest not-games I've seen in SBIGJam. Very... *on point* with your previous entries! Overall this was a really interesting entry and I'm glad to see something new tried in this way!
I’m happy to see that you enjoyed participating in the Committy!
Honestly, when this year’s modifier was first announced, my brain kinda immediately jumped to the idea of ‘designed by committee’ (the logo was intended to convey that very vibe) - combined with a sprinkle of inspiration from Valefisk’s video about a board game designed by ChatGPT - which is what lead to this monstrosity getting concocted. I initially was considering making this game a tabletop game, but then realized that making this an Always Online Live Service™️ would be a better choice, seeing as it would allow everyone everywhere to experience the end result of everyone else’s suggestions getting combined (and Always Online Live Services™️ are appropriately inherently terrible for games).
I did bear in mind the whole ‘trusting people to not be stupid’ thing into this service though. There’s a decently zealous serverside profanity filter, the SQL uses prepared statements, and there’s a way to report inappropriate cards via the card viewer page (although I didn’t get around to implementing an interface for me to easily view the contents of the reports table. I can still delete problematic cards though).
(and sure, whilst it may be a completely different type of ‘Every Suggestion Combined’ than the majority interpretation of it, I have referenced each of them within the URLs generated for hands dealt out)
That’s the beauty of it all!
Every such existing interaction between cards was dictated by other players.
When creating a card, the user is presented with two other cards, and has to pick which one of those two cards their new one beats (and that new card shall get beaten by the other card) - that suggestion is permanently enshrined as Precedent and applied for all further interactions between those cards.
Likewise, when an unprecedented interaction between two cards happens - the outcome (ideally as decided by a third party after hearing arguments from both players arguing why their card is objectively superior) - the suggestion about what card is objectively superior - is also permanently enshrined as Precedent and referred to for all time whenever those two cards interact.
So, if you’re wondering why, say, the interaction between A Duck and Lake Superior ends the way it does - you can blame whoever made that suggestion/decision at the time and date mentioned at the end of the announcement proclaiming the existence of the Precedent applied to this current situation.
This minefield of seemingly incomprehensible precedents that make very little sense (outside of the context in which they were agreed upon), my right honourable friend, this is the true, magnificent, horrifyingly glorious beauty of the Committy!
The announcement was a bit of a latter-stage inclusion (after I nixed the originally planned online multiplayer gameplay). I wanted the announcement to convey the sort of authoritative rituals of pomp and circumstance and generally silliness mired in tradition and legalese surrounding the ways in which legislation and common law/precedent enter into the laws of the land.
Y’know, real ‘going through the motions of getting it signed by the powers that be and then getting the designated Shouty Person to proclaim it and publishing it in the London Gazette to make sure’ sorts of vibes.
Yes, it isn’t very conducive to multiple rounds, but I am working on the theory that most people wouldn’t bother sticking around for multiple rounds anyway.
Does this combined with the precedent system make Committy some sort of absurdist parody of the legislative and judicial systems which produce the legislation and common law by which Rule of Law is achieved in contemporary political systems and societies? My right honourable friend, I have no idea either, so it falls upon the membership of the Committy to decide amongst themselves whether or not this suggestion bears any weight and whether or not it actually sounds coherent in the first place.
The landing page was heavily inspired by XCVG’s marvellous landing page for Safety and Security at the Liberty Macvonden Building (ITC-1141-A) back in SBIG 2021. Like that page, I wanted to ensure that people could be directed to where the game actually is, but set their expectations appropriately for the sort of experience to expect (and add to the whole experience).
For the main Committy website, I opted to be tasteful with the music (saving it as toggleable dramatic music for the debating phase of The Ritual, and as the piece de resistance for the Punchline, whilst ensuring that the website itself would at least be a bearable experience) and likewise with the overall page layout (again, for functionality’s sake (or as close as is possible with my godawful CSS)), so I opted to treat the itch.io landing page as the ‘title screen’, with a short kazoo afterthought as some sort of title theme for the game.
And finally, I had very nearly managed to create a SBIG game without any trace of Percival (everyone’s least favourite ex-employee from the former Button Factory’s Making Sense Department), and I thought I had finally managed to properly get rid of him (after I tried to kill him off in Inconvenient Space Rocks 2 back in 2021, but ofc he somehow survived and appeared at Kevin’s in 2022). But, it appears that someone (probably Votebot) tipped off Percival to the fact that I was participating in SBIG again this year (without telling him), leading to him sneaking in and throwing that complaint into the landing page. Which was a bit rude of him. Alas.
Anywho, still pleased to see that you found Committy to have been a worthwhile entry to this year’s SBIG jam.
This is a really neat idea, I loved the communal aspect of seeing what everyone else did, and I hold out hope that my detective Lowry card will help someone win this game.
The "music" is crappy enough to qualify for this jam, and it was funny hearing Kevin pop back up.
Though I will have to say as someone who typically plays singleplayer games, and as someone who doesn't have time to consistently hang out with friends in-person, I wasn't able to properly play this game. And I think that's kinda been the issue with any attempt at multiplayer games in jams, at least of this size.
Still I thought this was pretty neat, nice work!
I’m glad you appreciated the concept 😊. I figured that this sort of twist on the theme of ‘every suggestion combined’ would be suitably novel (and potentially amusing) without devolving into endless feature creep.
I’m also pleased to hear that you appreciated the audio. Percival told me to tell you that he isn’t Kevin (Kevin is just Kevin), and he reminded me that he is a bit annoyed at being relegated to his cameo appearance on that landing page (although with that attitude, I am questioning why I allowed him to make that cameo appearance).
Finally, if it makes you feel any better, I’ll admit that I haven’t been able to actually playtest this game either 😅 (although, I was originally planning on including some online multiplayer room code stuff into the game (a la Quiplash), but I had to cut that due to time constraints (with the URLs generated upon starting a clientside game (allowing multiple players to see the same hands on multiple devices) being the only remnants of that planned system), hence why there’s only the clientside-only MVP available).
We put JC in it. Good Game!!!!!
Seriously, it was really cool to see something on Glitch!! :)
I’m glad that you liked it :)
tbf this was my first time trying to do anything with node.js (and first time since university coursework that I’ve done anything which involved a database) and glitch was the cheapest solution I could find for hosting the game and database and such :^)
I suppose it could have gone worse (even if I didn’t end up achieving the original vision I had for this).
Anywho, I saw that card you contributed; nice card btw.
I think this is a really cool idea
Thanks!
(Although I will admit that I did kinda fumble the execution of the idea)
I think this is a really cool idea
Was a little too chaotic for me to enjoy, so I couldn't get to the essence of what made the game "good".
The constant humming and VO was definitely "bad", and the card designs were quite busy and loud. Would love to know more about what the game is about and how to play it!
well, the card contents are all user-contributed (via the card creation thing), along with the core ‘what cards beat what’.
the main gameplay is trying to work out which of the cards in your hand is most likely to be objectively superior than whatever card your opponent plays - with the aim being to play the one that will end up being objectively superior at the end - and the question of ‘which card is objectively superior’ is, once again, answered by the users. Of course, if an answer to that question hasn’t already been established, it’s supposed to be decided democratically, via ‘finding someone else to convince that your card is the best one’.
I will admit that the version of this game ultimately produced certainly wasn’t the original vision for it. I initially envisioned some sort of room code system, with the game being a 3+ player game where two players would be in a 1v1 with the other players deciding the outcome (a la Quiplash), but with the extra curveball-shaped minefield of precedent thrown in. But, due to a combination of time constraints and having no idea what I’m doing with web dev stuff, I had to nix that and reduce the scope to the mostly-clientside version of Committy you experienced.
Definitely an ambitious project, impressed with what you managed to pull off within the time constraints. Good luck with it, in case you decide to work further on it! And thank you for explaining your intent and the gameplay.