Is there an ending-ending? I felt like I had seen most of the content at some point, but I didn't see any conclusive ending? Really liked it though, and by that I mean absolutely despised it with all my soul! Thank you for this horrible game-app-twine-thing, I hate everything that it depicts!!
fae.exe
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My god, of course you didn't have enough time! Balance is so much work. You did this for LD, it's insane you already got so much done! Oh, I'll try some Lv20 gameplay then, I only got to lv 15 or so for now! Sorry I shouldn't have worded it like, "the AI isn't very good" but like, "it's going to be hard for an AI done in a week-end to help as much with analyzing the game and pushing it to its limits as a human opponent would" (because you're pushing each other to improve), and also because you can't chat with the AI to discuss moves and theory craft (and also because I think the game is probably a bit more complex to play well than it looks?)
This is just REALLY good oh my god.
The Snake is kind of overtuned right now because the venom affects only the opponent (but you probably know this); the robot and starfish seem way too strong at 5 critters, but I think the game gets much more interesting with battlefields of 6. Bird that reduces opponent's size of the field seems very powerful as well, while Venos seems downright unplayable? Can't really tell because the AI isn't very good, I really want to just binge play it with other humans to really break it in half.
I wish I could have a boardgame version of this, I'd play it a lot. Even as is. For real. Strangely gives Faraway vibes crossed with Mindbug, even if it's mechanically very different from both? I just really really love this game, astonished you managed to put something like this out in just 72hs, with this amount of content. Balance is not even that out of whack. Gorgeous work.
Holy shit this is so good, gorgeous writing, extremely-thick ATMOSPHERE, vibrant imagery, love love love love love. Incredible that it's done with so few words, the structure is so smart and it gives the experience a very specific tone and vibe. I also did a sort of weather generator toy for a joint project with my girlfriend, https://lamaxelle.itch.io/augury-engine , but the structure you gave this, in one minute blocks, make the experience really self-contained and powerful. And the kinda simple variables for world-modeling and the way you used that for your procedural writing, SO smart. Exposing them also somehow adds to the atmosphere!
I'm just wondering if skills ignoring 4s and just 25% chance of a failure per dice might not be a little too generous? With a skill of 1 you're going to have 74% chance of clean success, which raises the skill immediately, and then your chance of clean success is 94% with a skill of 2..!
And even if the DM is adding 2d4 every roll, you get 52% of clean success at skill level 1, and only 16% chance to make any cauldron dice back as the DM! At skill level 0 with 6d4, you still have the 52% chance of success, but only 18% chance of a clean success so there's that! But I'm not sure of the overall experience that those distributions are going to yield!
I think if I try it I'll see how it feels at first but my first design pass on this would be to really iterate on the ebb and flow of the cauldron and the DM moves tied to that, maybe really go full DM-moves list a la PbtA?
AHHH I love the writing in this and the aesthetics of the game!!!! This is so cool!!! Awesome work and really cute layout/typos! Is that font a josefin sans? (I just really like josefin sans lmao)
I love the way you tied the basic move with the risk management of the cauldron, and the agency/decision layer it can provide to the DM. It reminds me of fate tokens kind of. I think there's some work to be done here but I feel potential! Really cute and interesting!!
Really cute, love the gorgeous artwork! Great job on your first solo unity game!
It looks like the size of your viewport is not quite right, you can adjust it in "edit game", under embed options. You can also enable the fullscreen button right underneath, if your game supports it as well, so that even if the viewport isn't exactly right, people might still be able to play the game in fullscreen!
On stan l'ex-assistante turbo-militante lesbienne, quelle reine <3 get rekt jean michel corpo. J'aurais bien aimé pouvoir insulter ce vieux mec et me casser ç'aurait été cathartique.
(J'ai kiffé qd même le corporate dating sim très homosexuel, j'avoue j'ai donné toutes les bonnes réponses au sassouké avec les cheveux noirs)
Love it! Love the lush visual maximalist generosity of the collage and illustration, and the contrast with the very simple, basic black font on white backgrounds aesthetic of the text. You reinvented yourself on every page. The poems are touching and resonant, and sometimes very beautiful. Great work and thank you for screaming this into the void where others like me just might get a chance to stumble into hearing it.
Really cute puzzle game! Some fun logic going on with the restricted bits and the way you have very few ways of placing 1 - 2 - 4 - 8 and all the 2-bit numbers. You can go pretty fast if you're smart about the way you use the available info. For a first time puzzle game, this is really good I think! Also, love the confettis <3
I enjoyed reading it, of course! It's really like an interesting little video essay, and well-written. I wouldn't have typed this long-winded reply if I hadn't liked it! I really love the "collective, unspoken roleplaying" aspect of emergent phenomenons like these "fandoms for stuff that doesn't exist" - just so many people pretending and being in on a joke. Something about it resonates with me. It's like the whole "brass kingdom" thing as well! It feels immersive, in a way, like opening the door to an alternate reality, and getting to live slices of the daily life like it is in that other world. It's a feeling like a change of scenery, exploring something new yet familiar, in a similar way to immersive experiences like videogames can provide (cultist simulator, potioncraft, monster hunter come to mind), some LARPs, or long-form, continuous, collective roleplaying experiences (to a much stronger degree I think). It's like there's this critical mass of immersion for a joke to turn into this little pocket universe that you can actually live in, even if it's just pretend, if enough people are in on it, it's undistinguishable from reality. (Sorry now I'm just musing.)
Of course, you were right to focus on it! It is a very fascinating topic! I'm looking forwards to your follow-ups!
I really like the empowering message and the idea that collective creations actually affords more expression space to individual creators. I think, like you said, that the fact that it's a joke also lightens up the gravity of the creative act, makes it "just playing pretend", not only when accessing to the lore of the work but also when adding to it. It brings an element of play into the creative act, which helps make it more accessible - make people forget that they are "arting" even if they think they're just "memeing".
But also, I'm not sure people are waiting for anyone to give them permission. Sure, there's a lot of focus on individuals with regards to creation; but also, creation is hard. You have to create a lot of small and simple things before you can step up to some more complex and ambitious stuff; and most people see the works they love and want to replicate them - and the discrepancy between their goal and what they're capable of (just yet) creates a daunting inertia that is very hard to overcome. Playful creation helps alleviate that, and gives a drive to make this myriad of simpler things, so that you almost sneak up on yourself: when you want to make more ambitious stuff instead of just playing around, you've played around so much that you are now able to achieve it, and you can keep playing around - which also makes it easier to undertake the more ambitious works.
Collaborative, artistic (unknowingly?) efforts are also rather common actually; Goncharov is very much our present in that sense. I think so much of the memes that are produced and iterated upon can qualify as a form of artistic expression and can help playfully develop a voice and skills; more directly, the Backrooms and the SCPs are sprawling examples of that as well (very similar to Goncharov in their folklore/community effort aspect and maybe more evidently creative). Game modding, fan fictions and romhacks also help a lot - but it's less collective than Goncharov and more directly artistic.
But I think the fact that it's a form of art that is seen as lesser helps with the dedramatization, the idea that, "oh, I can't do something like that, but this, I can do. I'm just creating a mod." And that gives an intermediate step - you don't have to make something big from the ground up, but you're still able to create something very close to your inspirations.
So to me it's less about waiting for a permission (even though, of course, as you said, there is the feeling of illegitimacy that can add to the paralysis), and more about finding a way to get creating that doesn't feel overwhelming and that's accessible to your skillset, while dodging some of the frustration that comes from limiting your ambition and your scope at first. But that's just a (491 words) nitpick.
32 points in the extra messy edition! There's just that pesky bit of bacon in the middle that kinda ruins my perfect brunch. (But I'm craving waffles now...)
I love roll&writes! What a cute little one. Very simple domino-style puzzle, but the theme & the zine are super delightful! But, oh no, you made me want to make waffle-themed games as well!
Thanks for the treat!
Could I ask you what exactly was difficult to figure out? It would help us immensely with making the game more accessible to know exactly what you did and didn't understand.
Did you read the rulebook? Also, this works similarly to a cross between interactive text-based fiction and a solo journalling TTRPG somewhat Powered by the Apocalypse. Are you already familiar with any of this?
I work a lot, and when I'm in work mode, the first thing that falls off the executive functions train is being able to cook (or to clean the kitchen, or to buy groceries). And since I love cooking and have some (years into the process of being curbed) perfectionist tendencies, often the fallback option is just not eating and then wondering why I feel like shit. (It's because of not eating.)
The humour of this book is incredible, the writing is excellent, and somehow it feels like home. I might use it for cooking but for now, it feels like companionship and being seen. It feels like it's legitimate to eat a slice of bread with some tabasco on it as my diner. Or sugar spread on a toast. Or Hummus on a Spoon. Thank you.
I'll gladly wear the Sad Bastard coat on these exhausted evenings, because pay no mind to the name - it'll keep you warm when you feel cold.
I love love love love this! Great use of the limitation and the theme! Such a nice and cute game! Everything's great, from being able to write the names into the grimoire to the little component names. And the grimoire being a separate app with no automatization, it made it feel really immersive. Love this.
The game wouldn't launch in the embedded mode. But I managed to play it with the desktop version, up to the Kate level! (4th one?) Sadly I couldn't complete it because the bottom of the love profile went off screen and there was no scrollbar.
Really nice little puzzler! It's fun trying to find the minimum number of cards to infer the likes and dislikes of the character! I enjoyed this puzzle! I found this a pretty fun experience, because optimizing the number of cards still feels nice! Sweet. Also, I still really like the artworks and the little character descriptions, they're cute.
Of course, I understand why you hid the likes & dislikes at first: because here it's not a particularly difficult game, and you wanted to make it harder. Also, here "liking" is very strong, because since all the properties on the right are either liked or disliked, and properties on liked cards cannot be disliked, all the properties on liked cards that are on the right are necessarily disliked. But even with not being particularly difficult, the game feel is much better as a puzzler. Nice job! I'll be happy to finish it if there's a way to scroll the properties someday :3
Thanks for your hard work! Also I fucking hate Albert, oh my god.
Thank you so much, you are very kind, and I feel very touched by your words after playing your incredible game. I didn't have that much time to play and rate games for this jam because game design is keeping me extremely busy, but it was my tabletop offering for this year. I hope next year I'll make something even better.
It's got nothing to do with anything but I need to find a way to make it text in my game that my pilots are extremely gay. I'll put it on the rulebook's cover or something I think.
Oh! Oh my, I'm glad you ask this about the discard conditions, I didn't even realize there could be confusion about that!!!
So, the discard conditions, like the healing bonus when discard sword elements on the SerapHeal Engine 7SW, only works for cards discarded through activating that specific module. So you get that bonus when you activate the SerapHeal BY DISCARDING A SWORD CARD, and not by discarding a sword card to pay any module activation (even if it is another REAKTOR ACTION.) Although that seems rather interesting, but no. You pay one card from the reaktor to power up one module, but you can activate any number of modules any number of times when you ACT, as long as you have cards to discard to pay for them. The Universal Convertor, Reaktor-to-Armaments REVELATOR 40 by Silber Chordata does allow you to discard cards from anywhere to activate its effect, be it from your armaments, your reaktor or even your support systems (which is represented by cards in your hand), but that's still a Reaktor action, you can still only use it when you act, and the discard condition still only applies to cards used to power this specific module. I don't know if I managed to clear this up a bit?
ON HIT triggers have the exact same timing as WHEN YOU HIT. The reason they are worded differently is because WHEN YOU triggers proc whenever that action happens from any module. Weapons are a special kind of modules: ON HIT refers to WHEN YOU HIT from the activation of that specific module. Otherwise, you'd trigger every effects from every weapons every time you hit with one of them, if they all had WHEN YOU HIT triggers. It's not the most elegant design, but I really embraced the american boardgame design aesthetic with this one. Since I made a very euro-style game last week, I thought it was fine and a nice change of pace.
I might have nerfed the Chevalière d'Aphrodite a little much pre-emptively after the round of buff I gave it (but I also buffed the Vanguard a little); it used to have 20 HP but I healed about 15 in the game I played with it and I didn't want it to be too tanky, and since I had patched up what I felt were its main weaknesses/awkwardness... But I did nerf its access to radiance so I might have to boost its health back up a bit. (It's hard to do balancing without extensive playtest data...)
Thank you so much! I do feel like I have MANY design knobs to turn and a LOT of design space to explore, it's very exciting! I'll see what I can do for the pacing when iterating on the game further! Thank you again for all your very kind and useful comments and for making a TTS mod, you've been very nice and helpful!
Fuckkkkkkkk so many lines hit so fucking hard, it's a bit rough around the edges in places but holy shittttttttttttttttttttttttttttttttttt this is so fucking good this is one of my favorite piece of interactive fiction/game I've played in recent memories like months? Since Disco Elysium I guess, this is incredible. It feels like some LARPs I've played, you absolutely killed it. So sad I didn't have time to play it during the voting period, it's 5s all around for me. Thank you for making this <3
I loved it! Twine Powered by the Apocalypse? Yes please! Very well written, captivating. Your worldbuilding felt very immersive (with minimal content looking or feeling like exposition), and I love what you painted with it! This ticks so many of my aesthetic boxes it's not even funny. The amount of content seems extremely high as well for this project. The end felt a bit rushed, so I guess the scope ran away from you a bit, but it doesn't matter, I really loved this. Thank you <3
Cute game! A very simple idea that's well executed upon. I like the dual purpose design of attacking and moving with the punch.
A bit more responsiveness to the controls (like automatically changing the spin direction when hitting something while it spins, maybe with a bit more of a sense of momentum and some self-knockback, a faster top-speed when the spin accelerates, changing spin direction being a little more reactive, maybe being able to counter punches with your own punch...) could make the experience maybe even more enjoyable!
Nice touch having the controls for each players displayed in the sidebars :)
Great job!
Beautiful! I haven't had the time to play it much yet but I really want to give it more time!!! Love how it's written. The illustrations are really nice. Reminds me of a somewhat mechanically simpler Thousands Years Old Vampire, which is never a bad thing. Really tickles some fantasies of mine, wonderful work! It's mechanically simple but pretty elegant and smart in its design. Some suggestions are rather intriguing, like ticking progress boxes on parts and drawing them on post-it notes to assemble the final mech using them, I really like the physicality of that idea. The illustrations are really nice. I think I'd enjoy a layout that's been a little prettified, but that's quite ok given the short production time of the jam. As it is, it's simple and functional. Excellent job!