It's looking this might be a reprisal of the very first LDJAM theme (LD#27) that I partook in. It would be interesting to remake my very first LD-game too :thinking: but this time it's going to be a first for me being away all of Saturday and at least half of Sunday is going to put some extreme limitations on what I can do... so it's time to for once keep to the ambition of making something simple. Extremely simple in fact.
With that in mind, I should probably not make a runner where the world rotates 90 degrees every 10 seconds and if the player hasn't reached the end of the leg, they'll fall off the track.
There's a game idea should we end up with the 10 seconds theme...
Do you need another?
What about a character that emits a light pulse that spreads outwards every 10 seconds. It could be a horror game with a lot of sounds, it could be a platformer or top-down with traps running on time.
But a lot of games will probably be stress related if that theme wins, which makes it more interesting to make slow games. I think it was on LD27 that someone made a very interesting but impossible game about controlling a Mars rover with 10 seconds delay between your inputs and what the rover was doing. Completely impossible, but very interesting. That "Every" word doesn't make it such a good fit but what if you:
- Can only make a single input every 10 seconds
- Only have an idea/thought every 10 seconds in a story/text game
- A physics game where you need to build high, but you only get a new piece every 10 seconds and so your tower has survive while you wait for the next piece.
- A tetris game where you get a new piece every 10 seconds, game doesn't care if your done with the previous or not, you control them all. Actually that might become stressful.
- Perhaps time doesn't move unless you move time, so how long 10 seconds is might be more or less up to the player.
Or every 10 seconds you may change how many dimensions the game has by either adding one or subtracting one