I got a bit emotional over the final poem. I'm almost certainly reading some of my own recent experiences into it. (But that's a good way to be.)
obskyr
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Emuurom brought me back to the golden age of indie Flash games – it's a beautifully crafted, creative, exploration-focused experience full of secrets and cozy feelings.
It also reminded me of Rain World, my favorite game of all time: you're in a world full of creatures, but they're not out to get you specifically. Rather, you're just living in it, and learning about them and their behaviors is a large part of what the game is about. They're also similar in their approaches to mystery: Emuurom tells you little to nothing about how to play or how things work up front, so that's all for you to discover on your own. If you, like me, can't get enough of the feeling of discovery, you gotta play this game.
I really wanna know what liquid that is down there. I wanted to build a pump next to the hole to pump it up and see, but I didn't feel like drawing up the 18×18-pixel... plans for it.
How about someone help me with a rope and lower me down so I can check it out? Perhaps it could turn out to be useful.
Now, here's a problem. I went to scout out the location for the dog house today, and… I don't quite know how to say this.
There's nothing there.
I don't mean there's just a patch of grass or whatever – that'd be great. Space for the doghouse. I mean that there's literally nothing there. There's no ground. There's no sky. There's no existence. It's… It's off the edge of the world. This location we call [1W] does not seem to exist in our dimension – there's [2E], there's [1E], there's [HOME], and then nothingness.
I'd sure like to see a doghouse floating in this void, though, perhaps inhabited by an extradimensional Fido. I can't quite fathom what it'll look like when it's done, but hey! Let's shoot for otherworldliness.
I spent today writing 1000 books to fill the library with. Two of the books are about screws and screwdrivers respectively, three hundred or so are intricate mystery novels, and the rest are all erotica. While my output as an author is extraordinary, I'm afraid I'm not gifted in a great range of genres.
I hope your irriguous category system can handle these books, Katie!
I urge you all, my compatriots, to think about where you want to live. Do you want to live in a boring ol' tunnel? Or do you want to live in a glorious, magical ✨🌊🏚️ wet house 🏚️🌊✨? If you want all the waterlogged goodness to yourself, I'll even stay on the top floor and let you have the bottom.
Some supplementary information that may help you in your choice:
- Tunnels are just long caves. And caves are boring.
- The house is wet. All the best things in life are wet.
here are the projects placed? People are talking about flower fields and stuff like there's an environment or somethin', but... I don't see anything like that. Is it imaginary? Where are the 18x18 sprites placed? And what are the coordinates people are using? Is there a map somewhere?
(It's possible that it'll all be clear In Time™, but for the moment I'm a bit confused.)
I'm fairly certain people who play bit jam games will be reading the descriptions on the itch.io pages and/or any readme files packed with the game.
Regaring the second question: as long as there are only two states, that should be fine, right? Daniel himself has stated a few times now that it's more about the bit than the pixel representation.
Most likely the mouse position will directly correspond to an in-game location, though.
This view you're speaking about kind of opens up weird venues, though. If I write a program separate from the game, and I have it read the game's memory and draw dots over the game window where objects are, would that then be okay since it's not technically part of the game?
I think the mouse pointer deliberation is also affected by the fact that it is on the exact same output device as your bit. Not only that, but also often in a way where it's indistinguishable from the case where your bit area would actually have explicitly and directly output the pointer graphic.
I still kinda think it is, though. Moreso than seeing a key being pressed down. After all, it's on the screen, made of several pixels, overlapping the single-color screen. It (probably) directly represents an object in the game, which although the display of it isn't a part of the games code still is a form of very clear visual feedback.
Isn't pretty much everything an accessibility issue, then? After all, that the game only ever shows you one bit of information at a time is a huge accessibility problem.
The "precise typer" thing is more a difficulty than anything else, isn't it? Some people will of course find it harder to type without seeing the results than others. Plus, is there really a difference between you pressing the up arrow and you've got a character moving upwards, and you pressing the J key and a J appearing on screen? It's still a form of clear visual feedback on exactly what you pressed and what it did.
I can't speak with authority (since only Daniel can), but I'd say mouse position as input is completely within the rules and spirit of the jam, but the mouse cursor isn't. After all, if you can see the mouse cursor, you've got a display of the position of an object in the game, so to be 100% compliant it'd have to be hidden.
I'd go as far as to say I think it's almost required! Especially for puzzley games. Having the player take notes or take time to reason about the bit isn't feedback; it's a form of gameplay and difficulty, basically. Sounds completely within not only the rules, but within the spirit of the jam itself.
I'd love it to take on an ARG spin. It would make the mail-in factor more impactful, I'm pretty sure, as you're no longer "just playing a game" by mail (though that would no doubt be fun too), you're instead taking part in something bigger, something "real" by sending your letters.
I don't think it would be very limiting either, except in the area of setting the player's role. It's way harder to give the player a backstory (like "you left your country"), since each player will of course have their real memories. It can still be done, however, with some memory loss thing or maybe a backstory the player wouldn't know about ("when you were a baby you were moved..."). Except that one point, though, an ARG format would probably not be especially limiting.