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I apologize for sounding rude but unfortunately, although this is a pretty cool tool, I consider it rather disingenuous to call this a game. There is a similar concept in the form of dice called Rory’s Story Cubes but that actually has a ruleset where the player is required to create stories and form sensible connections between them based on the generated ideas. As such, it becomes a puzzle for the player to solve, a challenge that has a fail state, so describing it as a game is passable.

In Time and Tales however, the “player” only interprets; therefore, it is more accurate to describe them as the “viewer” or “reader” because there is no game to be played, no limitation to circumvent. For it to be a game, it needs to have instructions on things the player can/must do or think based on what is generated on screen. For example, if a King is present, the player must count and report how many ghosts are there on screen. Once the time is up, reveal the correct number; if the player guesses wrong, -1 HP. If you’re lazy to code it, you can even ask the player to set a timer on their phone. You know, some event like that which the player needs to resolve. You can even make a scoring system based on how many screens the player can generate before they are killed by events. Then you have a game.

I do like the concept behind such an idea, but a lot more needs to be done to turn this into a game that can be enjoyed. Good luck!