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LittleRogue

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A member registered Jul 22, 2024 · View creator page →

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Beautiful, terrifying, elegant. Damn, that's impressive. Love the tone of the writing, the art style, and the clean mechanics. Ten out of ten. 

This is adorable, and the graphic design is excellent. Also, pretty sure that my child is maxed out on both Baby and Academic. Help.

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. 

Cool - it's neat to find an approach to the Jam that's really unique!

This is great!

Solo would be a neat way to go - like a travel journal through an alternate reality. Hmm....

"Call of Cthulhu" meets "Abbott Elementary" by way of "Lasers and Feelings." Awesome. I really like the story prompts - juicy one-liners.  

Love the art, and a nice change from bear heists!

I like the mechanic of using different suits to represent members of your crew, and the blackjack mechanic to drive the whole thing forward. Cool ideas that could be implemented in lots of ways!

Never trust a turkey. (Unless it's on a plate.) 

"Come up with a short backstory as to why this character is in a position to face these turkeys." I've never read that sentence in a game before. Love that you commit to the bit and lean hard into the premise!

I like the look of this - good clean design. And great vibe overall!

Nice marriage of design and mechanics - tearing off the stubs is a great physical way of embodying a loss. Also, the idea of using existing (real world) subway maps as the basis for play is cool. (I wonder if there's a LARP version of this that's possible?) Impressive! 

Gorgeous design, and I like the mechanism of clients/projects from the deck. I could see an expansion with more narrative elements in it, but the core of this is really solid!

I really like this spin on "The Quiet Year"! I'd love to read a more expanded version of this. (Also, the cover art is awesome.) 

I love this. Simple but original idea - we're the peasants vs. Frankenstein! - with a really professional execution. Well done!

Awesome - happy to help, if you want someone to give feedback down the line.

That's a cool idea - you've created a meta game to play through the One Page TTRPG Metaverse!

Nice - gives me a classic 'Chainsaw Warrior' boardgame vibe!

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!

Love the graphic design, and the tone of the writing. Looks like a great 'beer and pretzels' game, can't wait to quickdraw on some Zombie Aliens. 

Lovely - it's 'Clue' in a one-page TTRPG wrapper! Great little framework for incorporating a mystery into an existing campaign, too. 

I like the 'meta-game' idea in DRU:Riftwalkers. (I can see plugging this into a fantasy game to add a little chaos.) And the design and layout - excellent! 

[face palm] Files should be available now!