Hello, game jam people! I'm excited to make a game this month, and I hope you are too. If you're nervous or worried, that's okay, but I encourage you to try it out anyway, since a game jam is just about trying something different and having a fun time. It's also really fun to be part of a community, find people with interesting ideas, and of course, spend time with the fun hobby of tabletop gaming! Please consider leaving any words of excitement or encouragement in this thread so it's a wholesome resource leading up to and during the jam. Thank you to titanomachyRPG for making this possible and sharing a cool SRD with the world, and let's have a fun time!
coolacguyson
Creator of
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Hello! I played this earlier today (I hacked it a little to play it with friends--basically we just took turns rolling to destroy and discussed what each word's destruction meant together), and I (we) had a lot of fun! I'll be playing it again soon!
I did want to comment on a bit of mathematical weirdness I encountered as well as our work-around. Since you write words equaling up to the first roll of 3d6, then you roll 3d6 to select which word you destroy, you end up with 2 invincible words, since you can never roll less than a 3 on 3d6. As the game went on, my friends and I would rearrange our words and then use fewer dice so lower rolls were possible and those words became vulnerable. I thought this could be useful info for anyone else who was interested in this game!
Thanks for making such a cool, unique concept of a game! I had a lot of fun with it. If you're ever interested in expanding it (or if anyone else is ever interested in trying it out with a group), here are some other hacks I used today:
- At the beginning of the game, we rolled a d6 to decide if each turn was a 1/day, 2/week, 3/month, 4/year, 5/decade, or 6/century, to determine how quickly our world would be destroyed.
- We went around in a circle, each taking turns rolling to destroy a word. If we rolled an empty space, then our day/week/month/etc would pass without any major shakeup to the status quo, and we would let the turn player develop a subplot for their turn.
- After a while, we rearranged the list (we played in a shared Google Sheets page) and used fewer/smaller dice, so we went from 3d6 to 2 to 1 to 1d4 and eventually a coin. We would change to fewer/smaller dice when we as players decided it fit the narrative pace we wanted.
The end result was the destruction of our factionalized, cartoony, and verdant planet (plus a few other adjectives) by pincer-aliens over 23 years. Our last word was "crazy" as society collapsed, there was chaos for a couple of years, and then all was quiet. It was awesome :)
Not gonna lie, it took some luck XD. But basically I would focus on using Wild Charge (or whatever it's called, the 10 damage one) and Snarl for my damage, and focused a lot on using blocks strategically to get focus for next turn. In my opinion, block is the most fun card in the game so far, because it serves an immediate purpose (blocking) but it also serves a purpose for the next turn (giving you more focus).
I really enjoyed this game! Played until I was level 10. Of course there are things about it that could stand to see more polish, but I enjoy the gameplay that emerges from having to decide between thinking or playing sub-optimal cards, and the focus mechanic works really well. Would like to see more from this!
I enjoyed the game quite a bit and played it until I beat it! I didn't feel like it 100% fit the prompt for the jam (I may not have understood it), but I liked some of the "game-y" aspects. For example, I know making 1-for-1 trades doesn't boost my economy, so I stash diamonds until someone walks in with 3 items, or, alternatively, trade one diamond for another diamond and something else. The characters and items were all fun, and it felt a bit like a masked casual puzzler. Would play again