Beautiful, terrifying, elegant. Damn, that's impressive. Love the tone of the writing, the art style, and the clean mechanics. Ten out of ten.
LittleRogue
Creator of
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Thanks so much for putting this 'debrief' out there - great idea! (Also, I echo the advice to take the time to go through the submissions. and download/leave a comment for the creators - it makes a huge difference.)
1. How much time did you spend creating your game/games?
Probably about 10 hours on 'Threshold', which was my final submission. (But first, I spent another 10 hours or so on 'Speed Demons', which I then abandoned. It was a cross between the movies 'Speed' and 'The Exorcist'. Still can't decide if it's a brilliant idea, or just really dumb. Perhaps both.)
2. Was there anything useful you learned in developing your games?
I learned so much about the reality of writing a game. I've been playing RPGs for 30 years. I've written and published 9 books. You would think that a one-page game wouldn't kick my ass, but it did. I think the big lesson I learned is that the best one-page games are really simple, and focused on tightly generating interesting stories. 'Honey Heist' works because the premise is simple - bears commit crimes! - but narratively interesting and has a simple mechanic that moves the story forward without getting in the way. Deciding which ideas/mechanics will make a good one-page game, (as opposed to a larger format) was a real challenge. Honestly, in hindsight, I think 'Threshold' is a bigger game - with too many mechanical parts - that needs more explanation that the one-page format. But these were all really useful lessons to learn.
3. What challenges did you face while making the game/games?
Knowing where to add material, and where to cut. I feel like I could have added more world-building with prompts and art, and cut out explanations of mechanics. Managing time was, of course, a challenge. And I think I would have worked better as part of a team - solo operators face a self-doubt saving throw every time they open the laptop, right?
4. Finally, feel free to recommend either a game that you really like, is underrated, or has a cool premise/mechanics.
I was amazed at the diverse range of games. Seriously, people - 666 entries, and I don't think I've run across any that felt like the designer was phoning it in. It's cheesy, but this game jam has been really inspirational. So much talent, so much enthusiasm, and such a great tribe of writers/artists/game designers. You're all awesome.
That said, here's a couple of my personal greatest hits so far, as I trawl through the results.
Arkham Elementary - Great premise, spinning off Cthulhu lore. Really elegant, strong story prompts.
Old Flesh Tastes Best - Again, cool idea that's particularly impressive given that it's a game about zombies, and I thought zombies as a genre were done. I want to see the movie version of this.
Lacksmith - Excellent use of mechanics/story, and great art to back it up.
Great graphic design, and use of colour! I know it's written as just a one-page game, but I want more. Specifically, it would be great to have additional prompts around why you are seeking the Goblin. That would help drive the rest of the narrative structure. Just constructive feedback - love it overall!