LoveVerne: Saturday's End
Finished the set dressing, Font, Hud, Songs, Avi Animations, and menu system. The gameplay is blocked out and the event sequence is mapped out. Now to kill Verne...

Finished the set dressing, Font, Hud, Songs, Avi Animations, and menu system. The gameplay is blocked out and the event sequence is mapped out. Now to kill Verne...

Well, a slightly less wooden boy.
https://greebles.itch.io/love-verne
I updated the game into a complete experience but also was able to leave the original intact! You can choose either version from the title screen.
Updates:
The game guides you on how to play (TUTORIAL?!?)
FERN now has a healthbar too! (You won't die, but it ups the difficulty)
Better dialogue system, more words!
PAUSE BUTTON!
Descriptions have been moved to the top of the screen
More gags - Fishcat works!
Increased difficulty as you give Verne more things!
-As you feed Verne, he will panic randomly more and more often.
-The thumping game WILL GET FASTER.
SOUNDS!
A WIN STATE was added to complete the narrative.
Verne will turn off the things if he stops on them.
LESS BUGS! (Some still exist though. RAWR.)
If you have the time I'd appreciate a playthru and some feedback! Please don't rate the game unless you played the original, and only consider that one when judging my life-choices.
Also, SWAG BUTTON!
I chose to use LD47 to create a miniature workflow and test something I have wanted to do for a long time:
Make a Post-It note version of a published game.
Here is the Game Page: https://ldjam.com/events/ludum-dare/47/the-convolution
The Itch Page: https://greebles.itch.io/the-convolution
Essentially, could I reduce a whole big, complex thing into a tiny, single screen square of space and make it mimic the ___ (experience, theme, mechanic, gimmick, etc.) and would someone "get" the thing? 
So, the theme pops up... and CRAP. Games exist inside loops EVERYWHERE. They exist for narrative reasons, as game features/mechanics, as meta-commentary, and sometimes, for no apparent reason at all. At least I had a lot of games to choose from!
The one I go with?
The W - - - - - -. It checks off all the things I like. I get to use clever wordplay to describe how I view the original game AND it is a synonym for loop? Heck yes. (Yes, I ONLY one thing, cringing wordplay.) Bonus, this one is technically... a parody.
(The cute little play space. Complete with OVER 12^ puzzles to solve and at least^^ 4 audio logs)
Did it work? Did you play thru it enough times (3rd time) to get the Guy Fieri Audio log? Does any of it matter because I specifically chose a game that obfuscates what it is? What is "obfuscates" and why do I like pronouncing it the same as Socrates?
Was this a clever thing? NO. It is actually a little bit lazy. I LIKE LAZY, SOMETIMES. Is it in the spirit of the Jam? In the end, not quite, and I won't experiment this way here again... but it was exactly what I needed to try out moving forward for personal work when I can't give the project the real time it deserves; it's a tiny place for a piece to exist without fading away completely... until I can pick it up again. And it gets to exist as a piece of work itself. So I got what I wanted out of it this time. I hope you do to. That, and... even if your game idea is BIG/GRAND/AWESOMELY-HUGE/MAMMOTH/GARGANTUAN/EPIC/JUST KINDA LONG... you can start incredibly small and test if the idea shines thru.
Also, side note, comments are appreciated, but, in the spirit of the game's source inspiration, I must block you. It's the rules.

^12 When you count each panel puzzle, the activation puzzle, all the environment puzzles, and the environment activator ^^Only 2 Audio logs per loop. No perspective is too obfuscatesitated.