๐ ๐ aaaaaa thank you!!! Really wasn't expecting any eyes on this after the jam ended
neenack
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Are there any people still looking for teammates?
I'm a writer who wants to team up for the LSDJam, but I'm also willing to form a team. I can focus on simple stuff like writing the text you see in the game (whatever is spoken or written), or I can do more if you'd like help brainstorming ideas, fleshing out story and characters, etc.
I especially have my fair share of ideas centered on/directly pulled from dreams, so I'd love to help if anybody's struggling to add the dream feel in their game.
Just wrapped up with the Bigmode jam. Here's what I worked on with my last team: https://codingkaiju.itch.io/ancient-creatures
You can also click on my page or my gdrive folder to get a feel of my style:
https://drive.google.com/drive/folders/1bFae0Kqtmt9bKMJGaouMTwpE8IrgleM1
Your game sounds really cool! Personally, I'm not very familiar with the genre you've selected for your game. I can't comment on it much, so that may have impacted the rating I gave. But I think you did a great job with your GDD! It's pretty solid. It was easy to understand and it gives me a good glimpse of how the game should work. I liked the reverse concept idea and sounds playable to me.
Thank you, Gwen ๐! I'm happy to hear that the love for my passion project is shining through. Story plays a big part in the game, so of course I wanted to make a fun cast of characters! I could go on about them, but I'm just glad I was able to spark some interest right off the bat.
In the end, I basically said "screw the theme!" lol. At least there's still originality.
Hi there! Just wanted to say that your GDD is one of the best among the ones I've read so far! The pitch drew me in immediately and I had a clear understanding of what this game could look and play like. The GDD is short and concise, and luckily you were able to include useful diagrams.
I think you're off to an excellent start! I like the idea of the house remodeled when someone new moves in and the ghost being able to possess things, but I felt that maybe your game could include a few more mechanics. Without getting too complicated, maybe the ghost can cause the lights to flicker or create a brief power outage. They could even make strange noises.
I think this game is unique, playable, and hope it becomes real!
Thank you, I'm glad to hear it! Once the GDD template was out, I hit the ground running prepping for the jam. Although, the theme reveal was a huge setback.
I knew my entry wasn't going to shake things up like Vampire Survivors, so I didn't explicitly outline "create a new genre" as my game's goal. The game I want to make aims to spark a resurgence in games from an older generation with a modern flair. My outlook was along the lines of "Undertale caused a splash with "indie RPGs." FNAF gave rise to "indie horror" games. Journey popularized the walking simulator..." While these games are unique, I still think they can easily be categorized under their respective genres. I don't think a new genre was outright born because these games, just that it started a trend of more of those games being made. That's how I treated my idea. If someday I ever have the opportunity to make my game a reality, I would hope that it sparks the creation of more retro-inspired, experimental games.
Thank you, thank you for your feedback! It's given me some reassurance that I'm doing a good job ๐! I guess long responses can't be avoided ๐.
With that being said, I totally agree you that visuals would take a load off the doc and make understanding some sections much easier. That was the plan for the game loop, and especially for the Look & Feel section since the visuals and audio are the most notable parts of the game's presentation. All I could do was throw the words in without eliminating the major sections so I could get my point across. 48 hours was a massive crunch on top of work. I only had a fraction of time compared to what was actually given. Thankfully, I had a headstart working on the GDD in preparation for the jam. It wasn't going to match the theme but my hard work wasn't going to waste!
Writing is my strong suit, so trying to convey how gameplay would function was the biggest challenge. Once it was put to paper, I even started questioning how some things would work, which just gave me an even bigger headache ๐. It was really just a matter of making sure everything made sense.
I'd be happy to answer your question about Aiko! As for why she can fly and rollerblade... For starters, it is mentioned in the doc as one of the abilities she gains when she ascended. Gameplay-wise, it's used as a means to reach platforms or areas that are out of range just by jumping alone. Or she could cover more ground faster than on foot in a stage, once you get the right ability. You could even say there's a thematic purpose for Aiko's flight, that being soaring to new heights.
Finally, the rollerblades let Aiko move swiftly if she's moving on foot in a stage so player can complete it quickly. The choice to give Aiko rollerblades was moreso done for artistic reasons so it'd be in line with the game's aesthetic. You could easily compare her to Shadow The Hedgehog ๐. As for the in-universe reason why Aiko wears rollerblades in the first place: I never thought that much about it, but I'll just assume she got them when she ascended since she already has them on when she reaches Earth.