theme slaughter done!

as usual, i downvoted a large majority of the themes. i don't have any hard-and-fast rules for voting a theme up or down, although there are some common criteria i use (i think they're common to a lot of people having read some other responses).
i tend to vote down a theme that is overly specific ("pogo stick manatee restaurateur"), implies making a bad game ("bad controls", "loot box gambling"), or presupposes too complicated a game to make in 48 hours ("3D time travel platformer", "multiple-pathway narrative-driven JRPG"). additionally, some themes are not exciting or encourage too little variance in peoples' games, and i downvote those too ("Pac-Man clone", "procedural generation").
as a lot of other people have said, the themes i most often vote up are ones which can be interpreted a number of different ways - it's good if the phrase could be taken to mean a game mechanic or a thematic element ("navigation"). if, after reading the idea, i can immediately think of a half-dozen different game ideas that i could quickly prototype, i'll usually upvote the theme. same goes if the theme really captures my imagination or is really unique (although simplicity is usually key to this too).
let me know what you think of those criteria, or of any themes that really stuck out to you. what sorts of themes would you like to see in the future? i'd like to see more that hinge on a thematic suggestion rather than a mechanical one (since we get more different kinds of games), and ones that encourage unusual games to get made.
hope i can get lots of good practice in over the weekend (don't live in America so no visiting to do) and i hope you all can too. looking forward to helping choose a theme and making a game with you in a week's time!

Hello everyone !






. I made it through, all themes slaughtered.