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