I am in! Wait, 7th time? Already?

The time really flies!

I recently got myself into boardgaming, so it will probably show in my game as well. I realized just how great and fun deckbuilding and worker placement systems are. I may try and do something involving one of these two, or both. I must keep myself from over complicating it, and backing out from my initial ideas early enough. Or, I also may do some social experimentish thingy. People seem to like that. Or a bullet hell. That could be fun.

I am quite excited for this LD, as I will finally once again have all the time during the weekend.

I will use my classic and proven tools. I only will finally stop using GIMP and move on to some... good... tools. I will give Kyra a try.

Anyway, have fun everyone who reads this, and don't forget, the goal is not to get as many top 100s (or top 10s) as possible, but to have fun, learn something new and make something YOU will be proud of.

I have a thing or two to do in my preparation day. I have to clean my room, clean the kitchen, cook for the whole weekend, get all my tools up and running, clean up the desktop (in both meanings), and get some schoolwork done (hopefully). I will make something good finally this time. Something... elegant.

You know, in games, there is a concept I don't exactly know how to call. The thing is, sometimes you have mechanics that have huge implications, and there is something "behind" them. I don't know exactly how to explain myself. If you look at Go for example, it has very few simple rules, but there has been whole industry for thousands of years studying and mastering this game. On the other hand, you have some atmospheric games like Eldritch Horror. There are many rules, a lot of text, many things to do in a turn. That is all fine, but... there is not much "behind" those mechanics. Once you grasp how the mechanics work and stuff, you "get" the game and there is not much more to explore.

And in my opinion, it is better when there is something "behind" the mechanics. This concept can be difficult to grasp in connection to videogames, but the basic idea is: if you can think of clever mechanics that are not autotelic, you will have less work to do, and with less coding and developing, you can create more gameplay.

Hope the last paragraphs made sense to somebody at least.

Anyway,

See you on the other side.