The rules state: - Plugins are permitted
Plugins to what? Are we restricted to a specific engine?
Alright, So the plugins ruling used to be that plugins were not permitted and the reason being is I'm a unity developer so I had in mind it would become pay to win. But I got some messages of people on RPG Maker and I know how vital plugins are to doing anything in RPG Maker so I allowed them. Plugins are allowed for any engine now.
I'm not going to go back over the rules.
But if there is one software where plugging should be limited, it's RPG maker.
I participate with RPG maker and I've been using it for over 15 years. So I know what this software is capable of and I believe in its "No Plugging" capabilities.
There are of course actions that are impossible without pluggins, such as skipping the title screen (which allows you to create your own title screen and therefore increases the difficulty and creative potential). Some pluggins can therefore be authorized in my opinion. But allowing all of them is a big mistake.
Pluggins can create an atmosphere system, others a light system, when it's not a combat system or the complete modification of the interface. All these actions for another game require hard work. Simply creating a menu can take weeks, the same goes for a combat system. Allowing overly powerful pluggins is just cheating.
As I said, I've been using RPG maker for a while. And the cases that necessarily require a plug-in, I can count them on the fingers of one hand. If someone needs a plug-in for something that they could theoretically do without, they don't deserve to have it in their game during a Jam.
The RPG maker community is frowned upon because of this. So I'm speaking in their interest. RPG maker creators need to learn to work like everyone else and stop being lazy.
Sorry for mi bad English.