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IkomaTanomori

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A member registered Mar 04, 2017 · View creator page →

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Unfortunately I doubt we'll get an eroge category at games done quick any time soon, alas.

It's all a matter of perspective for sure. Something I've been working on putting into words is how I calibrate games to the fun that is happening and the fun that could be happening at the table I have. In terms of pre-planning, I often have notes on what players have done, said they plan to do, and how I think they'll react to things. Often tied with important things I want to build up to for later, so that I can keep track of when those things come up - and updating when new things come up in the course of play to change what seems to be important.

But in that process, sometimes what could be called a planned storyline develops, and sometimes events completely change what I'm expecting. And the times that's happened that I can remember have all been awesome. Most fun I've had running games.

But if I do pre-plan a storyline, I can have the fun of watching it go up in smoke! Obviously there's a balancing act here but I am semi-serious, I think sometimes having a plan which then must change is part of the fun.

This is really neat, once I realized that I couldn't jump until joined.

At this point, mostly listen to Cashwarrior1 and MusicByRonan's excellent sounds and music, admittedly. It came out as just a proof of concept with the bare minimum mechanics included: the train goes, gold can be spent, resources can be depleted, the train can go faster or slower depending on how many cars are attached.

Top of our list of non-game-crashing bugs we didn't get around to squashing before submission, lol, you're completely right.

Yeah, we decided to cut down to what we could get running and post a proof of concept. The team seems to want to go their separate ways instead of trying to work on this project more, but it was a learning experience for us all! Too bad the aliens didn't make it in though.

Interesting, a little weird approach to the theme, but I do like it. I didn't rate very high on originality because I don't think it made a very big difference to the platformer mechanics, just gave it a different kind of death spiral. It was reasonably fun and well presented though.

Not the most original puzzler, but a very fun and pretty good looking implementation. I love it. Very in theme.

I made a chain too long, clipped out of bounds, and spiraled into the ether forever. 10/10 you have SOLVED the Trolley Problem forever.

The more ridiculous, the more I like it. I liked this a lot. It did give me a null reference exception when I clicked surrender at the end - apparently surrender is an unacceptable response! lol

Though this is not the first time I've seen this kind of gameplay, I thought this puzzle gameplay was fun. I didn't play very far because I'm just trying to check out a lot of entries right now, but I can tell instantly that of the games I've tried from the jam, this would be the most fun for me to play a bunch of levels of.

I like the concept. There was no audio when it played in my browser, and no score displayed. More feedback from the game would help, like sounds when I start laying the pipe and when it connects successfully. Maybe there are supposed to be and it didn't ship. Anyway, I can see the bones (or pipes) of an interesting game here.

Cute and decently fun. Would be more fun with more polish, obviously 48 hours doesn't give a lot of time for that. I think it would be nice if there was an option to retry without ungluing, or if gluing were less tedious - it's very sensitive and fiddly as it is. If I were polishing this game, I'd make gluable edges indicate the possibility before they're lined up, as soon as the object is being dragged.

Useful exploration of several ways games can enhance the human experience with joy. Written in the context of roleplaying games, but the principles involved seem applicable to any kind of game.

I lack the visual arts skill to do that myself, but would love to work with someone with better graphic design chops to get that done.

Everyone should read this one, it will improve your experience even just as a player.

Meta was definitely on my mind when writing it!

I have plenty of writing and game design ability to bring to the table, but no art or graphic design to speak of.

Short and sweet, although it's unclear what a brownie's particular skills are allowed to be. Someone familiar with the concept of brownies could intuit this, but for a further version of this game, it'd be cool to see a brownie creation rule that tells the player what kind of things brownies are usually good at and how to pick and define their "particular skills."

Tweeted at you! The document is basically brainstorming, I definitely see how it runs beyond the scope of a game jam game, and I've been thinking today on ways to simplify. I'm no artist, but I know some, so I may be able to rope one in. So far I've made tabletop games.

I've started working on the design of the game I want to make, writing my notes down here:

https://docs.google.com/document/d/1OkuyGgBca4pRt0uBcDMW3JOOfE3IPQvhD2RI6Mwi4AQ/edit?usp=sharing

Hi all,

I'm a tabletop game designer by experience, and I'd like to take the skills I have at designing game rules into this jam and work with others. I'm interested in the ideas of income/wealth inequality and media gatekeepers of information as topics in line with the jam.