We're in!
Team 'thePurpleSloth'(@fuchsi, @png, @tiberius, @ente) will be joining in the jam (as our first LD as a team).
We're super excited for the theme announcement, even thought it will be at 3am over here >,<
Team 'thePurpleSloth'(@fuchsi, @png, @tiberius, @ente) will be joining in the jam (as our first LD as a team).
We're super excited for the theme announcement, even thought it will be at 3am over here >,<
What a blast! After a weekend with no to little sleep, joy, puzzlement and frustration we are finally done and have published The Mad Tea Party - A Card and Run game

We took our time to decide on the genre mix we were going for. The theme hadn't been our top pick,but we had much fun and plenty of ideas be it mini-puzzle-RTS, text-input-based 3D Adventure or Horror-Dating-Sim. In the end we settled on a Deck-Drafting & Jump 'n Run mix.
We got the core mechanics working fairly soon, with the exception for the Deck drafting tech. The Alice-in-Wonderland setting was chosen and we started working on some basic graphics.
We managed to get to feature completion in the alotted time, wich was somewhat of a surprise. More and more additional artwork were brought in and finally the work on story, voiceacting, cutscenes etc. got started. On the Code side of things we got the SQL-Highscore code working.
We were pretty much done, except for some level design, balance, bugfixing and polish, but golly, did we underestimate those! While we had had a running game since day 2 it took us almost untill the end of the additional houre to upload and publish the game (the ldjam website with it's somewhat whacky sessionhandling doing it's part in getting us frustratingly close to the deadline).
We are done! We have a working game with loads of features, Highscores, fully voiced cutscenes and original soundtrack! Now we are looking forward to playing all the other fabulous entries and eagerly awaiting commentary on ours.
We were very excited to do some more work on our game in order to push it in the direction we wanted it to go and share it with you all. Since this release contains significant changes to the original-jam-release we designed our website to make it abundantly which version you are playing. We hope everyone finds this to be a fair and reasonable way to share this version we are so excited about without compromising the jam.


Many of the changes and additions we implemented are based on the great feedback we have gotten over the last couple of days. The additional maps are considerably shorter, allowing for fun gameplay with less time investment and patience required. The grid feature (that should have been in the original release, but for some reason did not work as intended in the original webGL build) makes it much easier to recognize distances and plan your turn. The tooltip gives further inside into how certain cards/moves function. And finally as requested by many: the game will only proceed as many turns as you place down cards. Since Many people really enjoyed the fully voiced cutscenes we're glad that we can ship two additional scenes we've had all along but lacked finished levels to go along with.
I like Douglas Adams works as much as the next Person, but the amount of 42/Meaning of Life.../HGttG puns were just excessive.
Things I slaughtered:
* 42 puns - they don't make good themes
* very specific mechanics - some of them were great ideas to put in games, but not as themes
* mechanics I dislike - e.g. 'clunky controls' who wants to test a bunch of games from a jam with this title? Also: this will happen anyways, no need to make it the theme.
* basic genre titles
Looking forward to the next rounds =)
One bullet (0) - I could see some interesting story based games here, yet as a mechanic it seems cluky. Most of all I don't want to test 200 games later on that have to do with firing and retrieving bullets all the time.
One minute (-1) - much too generic and limiting at the same time. There can be fun games within this theme, but again: testing would be very annoying.
Dying planet (+1) - only a setting, so not really that great, but I like it :P
Ancient world(+1) - same as above.
Two points of view (+1) - This actually gives many possibilities for both narrative and mechanic design.
Fragile(+1) - very non-descriptive. I still gave it a plus because it immediately gave me a bunch of ideas I really like.
It's spreading (0) - there are so many games with this theme already and most of them are just so stressful.
Inconvenient super powers (-1) - Themes like this come up every time. I don't doubt that good games within this theme are possible, but it's jsut to limiting and will result in clunky games.
Start with nothing (-1) - so basically any progression game ever?
Running out of space (0) - don't like it, but technically a decent theme. Not very original thought.
Nothing is explained (+1) - mechanically this is already the case with most jam entries, so I was about to give it a (0), however if people really take to it as a theme, the resulting games might actually have better learning-concepts without overtly stating rules or having a tutorial?
If you don't see it, it doesn't exist (0) - Could result in many similar games. But solid theme.
Color as a gameplay feature (-1) - too many games have done this recently.
One enemy only (0) - sure why not.
Build a dungeon (0) - too specific, but why not.
Control two things at once (-1) - forcing games to be clunky in a gamejam that will already result in many clunky games is just not a good idea.
So yea, quite a few cop-out reasons by me. But no 42 puns made it to round 1, so I'm kinda happy.
Light is key (0) - Meh. I like using light and there is still enough variety, still it seems oddly limiting and I don't think I would like most games based around this theme.
Evolve (+1) - Usually I wouldn't have given this a plus, but since there are so few themes I like, I guess I gave it a plus.
You start with everything and end with nothing (0) - hm. Sure it's a twist, it leaves enough space... but it's just not terribly exciting.
Four elements (-1) - overused.
Decay (+1) - originally gave this a 0, but actually quite like this.
Use the enemies to win (-1) - too specific. People keep suggesting similar things thought.
Duplication (0) - meh.
Expanding environment (0) - meh.
Safe in the dark (+1) - Might actually be a tad too specific, but could be fun.
Tiny machines (+1) - Probably a really bad idea. And yet, I just like these ideas.
3 Rules (0) - Lots of possibilities. Could be mechanical (as in go) or narrative (as in asimovs laws of robotics), but otherwise a bit bland.
You can't control the player (-1) - Themes that make jam games more clunky are just not a good idea.
Alchemy & Magic (+1) - not very original, but I never got around to making a dedicated alchemy game and always wanted to. So yea selfish plus.
Four-colour palette (-1) - nope. almost the same as four elements, but more restrictive and in a way I dislike.
What you create you must destroy (0) - meh.
One of you is a traitor! (0) - Nice idea, sounds like werewolf or mafia, but most ideas are multiplayer based and thus it might not be the most suitable for everyone.
*It's not a bug, it's a feature (-1) *- How is this a theme? This has long stopped being original or funny as a comment, but as a game theme? The only outcome I can imagine, is that every bug (and there are a lot of bugs in jamgames by nature) get's blamed on the the theme in a forced trying to be funny way, so: No, thanks.
*You can't save them all (-1) *- can be a solid gameplay feature, but having hundreds of games based upon this concept? I wouldn't wanna play a dozen of those.
*You are the final boss (+1) *- technically a bit restrictive as in "there has to be a boss", but if interpreted loosely enough, it's easy to stay true to this themes in a bunch of ways besides the obvious. I see especially strong narrative options with these, as in overcoming lethargy, self doubt, etc.
*Death is useful (-1) *- a good perspective for a specific type of game, btu not a good theme overall.
*Find it, protect it (-1) *- to sepecific.
*Shadows (+1) *- probably a bit to vague, but I like it =)
*Light is dangerous (0) * - a strictly worse version of the many light/darkness based themes already in the race, including "shadows".
*The game rules change after each failure (-1) *- nice gimick, but a) not a theme, b)if to be pulled off well not very suited for jamgames and c) too specific.
*Floating islands (+1) *- not original, but I like it.
*the more you use an action the worse it will perform (-1) *- too specific, too restrictive. This can be a good ability-management/balancing feature, but for many games this wouldn't apply very well.
*You control the environment, not player (-1) *- too restrictive.
*Craft your own magic (+1) *- a magic-based theme I actually like. Good job.
*I have been here before (-1) *- ominous sounding stuff can make good themes. But this is just too dull.
*You are not the main character (0) *- why do so many people want to do this theme all the time? Or is just one person suggesting it over and over? It's not really bad (a bit restrictive in regards to gametypes), but not really inspiring either.
*Shelter (+1) *- Solid suggestion. Mechanical as well as narrative options to use this. Many possibilities to build upon it, yet few restrictions. So far one of my favorites.
*Night is coming (0) *- hm. Sounds like a GoT-rip-off. Quite a few possibilities, but meh.
So I guess that is it! My favorit themes from rounds 1-3 are: * Shadows (Round 3) * Shelter (Round3) * Decay (Round 2) * Fragil (Round 1)
I guess I like flavorful, yet unspecific one word themes, huh? I wouldn't have thought that of myself but it kinda looks like it =)
Runner ups for me were: * Dying planet/Ancient world * Two points of view * Craft your own magic * Alchemy (& Magic)
Looking forward to the final round =]

So there you have if. On the negative side I have to concede that my favorite theme from the previous rounds Shelter apparently wasn't that popular (although didn't it make it to the finals last time around? So maybe LD43?). On the upside: No bad 42 pun made it to the finals, so there is that =)
Now It's time to prepare mentally, get some rest in advance, assemble the team, set up projects, repos, comms, and then eagerly await the grad reveal. Good luck to everyone =D
Our Pathfindingscript (just a bunch of nodes, loop-elimination and depth-first search) was a bit too simplistic: The Task was to Walk from A to B. The Script hast a List of Room transitions (green stars) and just tries to find a way without hitting any transition twice. The result was the red path.
We did it =D
After our Gitlab server died 90 minutes before the deadline we almost didn't make it, but in the end we were able to publish in time.

Comfort Zone let's you explore a party that grows more and more crowded. You have to avoid annoying people (red) and negative events while finding your friends, unlocking achievements and different endings.
Can you get all Endings and Archievments in our game Comfort Zone? If anyone can provide a screenshot with the Night Owl, the Kangaroo(Persistent) Archievement or all endings unlocked I'll play your game right away =)
Thanks to all the awesome people who tested and reviewed our game Comfort Zone. It's a very personal game and somewhat of a scary topic to take on for a gamejam, because it's a topic we wanted to handle in a way that does it justice and that can be hard in 3 days. We're really glad that so many people felt that the portrayal was fitting.
Here we go with the suggestions for the upcoming round:

Starting go get hyped =)

Will you find your way to safety before your trusty old oil lamp runs out and leaves you to the darkness? Play it here!

So far we don't know of anyone outside the developers who has beaten the hard mode. Can you do it? (We reommend playing normal first though!)
As usual the test rate is starting to drop, now that the actual jam has been over for a few days. Especially for games that haven't gotten hundreds or even dozen of ratings and reviews yet this can be quite frustrating, since the hope to get more feedback or even get a rating in the end can start to slip away.
I'm still happy to test games and would invite you to post a link to your game below in the comments so I can take a look at it, rate it and provide feedback. Depending on the number of comments I will prioritise games with few ratings over those that already got a bunch of feedback :slight_smile:

I've worked on non of these games, but they all need a few more votes in the last 45h, in order to get get results, so let's get them there! Do feel free to comment further games that need a few more ratings to reach 20 below this post!
Schroedingers Daughter (Webbuild available) Play as the daugther of reknown physican Erwin Schroedinger (as in Shroedingers cat) and save the kittens from his cruel experiments. Super fun idea, quite challanging, and kind of teaches you quantum physics on the side!
Cat-5 (Webbuild available) Ever wanted the feeling of being on an oldschool win 95 machiene and battelign with a catimage generating virus? Well who wouldn't!
Unfurmiliar Territory (webbuild available) This one is a classical sidescroll shooter, but it has impressive pixel graphics and the best acapella shoot soudn effect I've heared in this jam!
Tales of Freedom (webbuild available) Given the theme I'd have though sneak and stealth games would be all over the place. Turns out I was wrong (somehow everyone went straigt for fire ...or eggs?!). Anyhow if you want to satisfy the sneak itch afterall this game has got you covered.
Petra (Windows only build, UE) If you are anything like me you can never quite get enough oldschool puzzle & trap dugeon crawler. This one comes in a first person UE style.
https://www.youtube.com/watch?v=jCDpVhXqM00
The big thing we've been working on is bringing grave lighter to VR! We are using the hardware agnostic Unity XR Toolkit, so it should work with most available VR headsets. While there is plenty to be improved we are very happy how well gravelighter lends itself to the VR experience. * VR Support * several movement options: Teleport, Roomscale movement, walk, snaptrun * VR Tutorial * Seperate Main and Pause menus for VR * Hand driven interactables (levers, pickups, etc)
I generally prefer themes that either don't describe mechanics, are somewhat versatile/broad or can at least be interpreted as something other than a mechanic, because I really dislike playtesting many dozens of attempts at the same game, especially after I just spent 48/72h making that same game. So here goes my judgement =]




Decay
Decay has been in the final Round a few times now and I still really like it. It can inspire both mechanics as well as setting/story/content and describes an aesthetic style, that at times really resonates with me.
Layers
Layers is a tad too broad, even for me. I can still see a bunch of really great games that revolve around some interpretation of 'layers', but it doesn't really inspire me personally, so this is a neutral vote from me.
Control the world, not the player
While such a mechanic can be fun it's much too specific for a jam theme imo.
Nomad
I actually really like this theme and think there are great things that could be done with it, however... I fear if this ends up becoming the theme in the end we'll end up with a slew of culturally insensitive games and that makes me rather warry, so only neutral on this from me.
Connections
Not super inspiring and pretty broad. I ended up giving it a + because it can refer to social connections, physical connections, abstract connections etc.
Stuck in a loop
Great hook for a game, even if it's not terribly original. Do I want to playtest through 60 variants of that game? Meh...
Feeding the monster
Kind of neutral on this one. It's a theme, it doesn't dictate mechanics or setting (even if it suggests something fantasyesque it can quite readily be takin into different directions), so that's all great, but I'm just not really feeling it.
Delay the inevitable
This just sounds like playtesting would be SOOO stressful... no thanks.
Contain it
Feels overdone and uninspired. I'm sure there would come a few really good games out of this, but nope... not interested.
Day and night
Really broad again, but it allows for a lot of different times of games that tie into it either mechanically or aesthetically. Was torn between neutral and plus here.
* Shipwrecked*
So plussing this is a bit of a copout, because to be quite honest it is way to specific for what I usually consider a good theme. Buuuut I really like that setting so I upvoted it ¯\_(ツ)_/¯
Clockwork
Nice theme. Allows for Setting, mechanical, audio, etc interpretations. Thumbs up.
You can't save them all
Not bad as a story theme, but it would probably be interpreted by most as a mechanic and as such it's too specific.
Death is not the end
Between minus and neutral. Potentially boring as a mechanic, slightly less so as a story theme I guess. But that's also way overdone so.. Meh.
Summoning
Can be a mechanic or a story/setting thing I guess? Not terribly inspiring thought.
the world changes when you are not looking
This can be a fun mechanic in games. This usually shouldn't be the core mechanic imo and going into a game knowing that it will feature this gimmick kinda takes away from the appeal it would have for me. So nope.
Overall, and in spite of the few upvotes I gave out, I feel that this is a pretty solid selection when compared to previous jams and I'm hyped to see what the theme will end up being =]