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tallshrimp
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Thanks for the comment. I'd really like to continue it. Unfortunately finishing school and teaching took up too much time. However, I will be working as a logic teacher for the next few years and so I will probably be working on this game for use in my classes. Your encouragement makes me want to finish it even more.
That would be fine. Of course, the normal game jam warning would apply that it might be harder to find players.
On a side note: part of the goal of these philosophy game jams is to motivate the creation of games that can be used in philosophy classes. A philosophical board game or ttrpg would be great for those purposes.
A game jam for making philosophical video games. This is the second philosophy game jam and this time the theme is "Ethics and Technology." Here is link to the first jam so you can see some games that were made for the previous jam: https://itch.io/jam/philosophy-game-jam.
Yeah, I was debating whether or not to require matches to be made in a single move. One thing I like about the current system is that you can jump a knight across the board to get it where you need it. That is, it gives more of a chess feeling being able to string together moves. I'm hoping that putting in various obstacles like immovable pieces and barricades will make the game more difficult. I also thought about adding a time-penalty for any moves that do not result in a match to discourage randomly moving pieces around.
I really like the idea of using actual audio from podcasts. Having actual readings of the philosophy in the game while your walking around the table, for example, really brings out the philosophical point. This kind of thing could be really useful in helping students understand difficult philosophical content by letting them explore it at their own pace.
My suggestions would be to give a little more direction to the player, improve the integration of the audio, and polish the art assets. It took me a little too long to figure out that there was a light switch in the corner of the first room. As for the audio, it was a little jarring when it first started playing.
I'm happy someone tried to tackle a particularly difficult philosophical area.
This is fantastic! The incorporation of ethical theories is great. I also enjoyed the craziness of many of the plaintiffs and defendants.
Of course, the art and sound could use some work, but I'm sure you had your hands busy with all of the writing. If you polish it off some I would love to use it in a class.
Well, I feel like a horrible person after hearing all of those mice dying. I love the ethical dilemma in the game. If you're goal is to maximize happiness you have to increase the mouse population and keep them all well fed. Of course, this is hard to sustain and failure results in an enormous amount of suffering. Is the risk associated with maximizing happiness worth it when the cost of failure is so high? Maybe by attempting to have a satisfactory amount of happiness in the world we are we are more likely to actually maximize happiness.
The art for the mice was great, as was the design of the ui. My only complaints are (i) I wish everything moved a little slower and (ii) the sfx for the eating got a little out of hand when there were a lot of mice.
Kind of. Excluding the result of angering the cult, the story takes place over 9 days.
1. You do everything you're told and your family lives and you just keep repeating the same activities after all of the special characters have come and gone.
2. You fail to do what you're told and you sacrifice one of your family members, at which point everything continues as usual just without family at home.
3. You turn on the cult leader and stab him, resulting in the player being sacrificed.
You are right. I forgot to set it to never expire. Here's another link: https://discord.gg/mN4B8cw
Since this game jam may draw some philosophers who are new to making games, I'll post some resources here to get you started. If you have any suggestions for resources that are not listed here, please comment them below.
Engines
- Unity (https://unity3d.com/)
- Free, Tons of Resources and Features
- RPGMaker (https://www.rpgmakerweb.com/)
- Good for people who are new to programming
Art
- Aseprite (https://www.aseprite.org/)
- Fantastic pixel art tools
- MagicaVoxel (http://www.voxelmade.com/magicavoxel/)
- Voxel art tool
Sound
- Abundant Music (http://abundant-music.com)
- procedural music generation
Ok. I set up a discord server. Here's the link: PhilosophyGameJam Discord Server. I'll post it on the main page as well.
EDIT:
Use this address instead: https://discord.gg/mN4B8cw
Link
https://tallshrimp.itch.io/synced-warriors
Description
Synced Warriors is a puzzle game where each button press controls all of the characters on the screen at the same time. The main feature of the game is that each character moves relative to the direction they are facing. This means that if you instruct the characters to move left, they do not move to the left relative to the camera. Instead, they move left relative to the direction they are facing. This makes for some interesting puzzle situations as you attempt to orchestrate a battle between the forces of red, blue, green, and yellow.
History
This game was spawned from two failed Ludum Dare projects. The first was a game about modal logic where you control characters in different possible worlds. The second was a sokoban game about moving books and trash around in an office so that you don't get trapped inside. I've been working on it in my free time for the last 6 months or so. I hope you enjoy playing it as much as I do.
Sale
The game is currently priced at $1. This will increase to $1.99 when the game is released on Steam in a likely more polished form. So, get in on the ground floor of this awesome puzzle experience!
Trailer
Released!
I just "released" version 1.0 of Synced Warriors here on itch.io. A Steam release as well as a Google Play release will happen on January 8th. For now, you can get the game HERE for the price of a cup of coffee. That is, a cup of coffee I will drink while making games and avoiding my dissertation. There is a demo as well, so you can try before you buy me that coffee.
Here is the first trailer I have made for a game (another, hopefully better one, will come for the Steam release):
Well ... between travel and my dissertation I haven't had much time to work on this project.
However, I have now completed all of the levels. All I have left to do is fix the UI, add a password reset for the user created levels login, and improve the touch controls for the mobile version.
Here are some screenshots of some of the levels.