{"author_link":"\/users\/theyellowgreninja","author_name":"theyellowgreninja","author_uid":"theyellowgreninja","comments":[],"epoch":1542484285,"event":"LD43","format":"md","ldjam_node_id":121921,"likes":5,"metadata":{"p_key":"122252","p_author":"theyellowgreninja","p_authorkey":"1079343","p_urlkey":"338296","p_title":"My Theme Suggestions (and how I decided on them)","p_cat":"LDJam ","p_event":"LD43","p_time":"1542484285","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":"1079343","us_name":"theyellowgreninja","us_username":"theyellowgreninja","event_start":"1543536000","event_key":"71","event_name":"LD 43"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD43","removed_author":false},"_superparent":120415,"_trust":1,"author":79343,"body":"My suggestions are:\n- A Follower\n- Weapons are Resources\n- Bigger may not be Better\n \nThe way I chose mine was by trying to be as vague as possible.  That sounds weird, I know, but being vague lets people interpret what the theme is.  For example, my theme *A Follower* could be interpreted as:\n- A friend who follows you\n- An enemy or obstacle that chases you\n- A group of cultists or otherwise who follow your decisions\n- etc.\n \nBasically, vague = open for interpretation, which is good, because it leads to much more diverse game genres and ideas, rather than \"oh the theme is December let's make a game about Santa and snow\"","comments":0,"created":"2018-11-17T19:46:25Z","files":[],"files-timestamp":0,"id":121921,"love":5,"love-timestamp":"2018-11-18T15:22:23Z","meta":[],"modified":"2018-11-18T15:22:23Z","name":"My Theme Suggestions (and how I decided on them)","node-timestamp":"2018-11-17T19:55:21Z","parent":121888,"parents":[1,5,9,120415,121888],"path":"\/events\/ludum-dare\/43\/lab-escape-of-the-terrifying-blob\/my-theme-suggestions-and-how-i-decided-on-them","published":"2018-11-17T19:51:25Z","scope":"public","slug":"my-theme-suggestions-and-how-i-decided-on-them","subsubtype":"","subtype":"","type":"post","version":361766},"node_metadata":{"n_key":"121921","n_urlkey":"338296","n_parent":"121888","n_path":"\/events\/ludum-dare\/43\/lab-escape-of-the-terrifying-blob\/my-theme-suggestions-and-how-i-decided-on-them","n_slug":"my-theme-suggestions-and-how-i-d","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"79343","n_created":"1542483985","n_modified":"1542554543","n_version":"361766","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/43\/lab-escape-of-the-terrifying-blob\/my-theme-suggestions-and-how-i-decided-on-them","text":"My suggestions are:\n- A Follower\n- Weapons are Resources\n- Bigger may not be Better\n \nThe way I chose mine was by trying to be as vague as possible.  That sounds weird, I know, but being vague lets people interpret what the theme is.  For example, my theme *A Follower* could be interpreted as:\n- A friend who follows you\n- An enemy or obstacle that chases you\n- A group of cultists or otherwise who follow your decisions\n- etc.\n \nBasically, vague = open for interpretation, which is good, because it leads to much more diverse game genres and ideas, rather than \"oh the theme is December let's make a game about Santa and snow\"","title":"My Theme Suggestions (and how I decided on them)","wayback_source":[]}