Add further ideas and reflections on the revealed theme
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ideas.md
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ideas.md
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# LD50 Theme
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Delay the inevitable
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opposing forces are overwhelming:
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* advancing army, eg. FTL, space invaders, missile defense
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* chess-like where the opponent keeps getting new pieces
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* extinction is inevitable eg. human consumption and ecological destruction
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time is running out:
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* push against the impossible: keep the sun from rising or setting, pour fuel into the sun to
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stop it from burning out, ...
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* the school day is going to end, but you WANT class to go on forever!
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* the work day is going to end but you have a deadline...
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* family dinner time is coming, but you just need "one more minute" with your game
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a stat is running out:
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* tamagotchi with a medical condition: keep managing, while trying to achieve some other goal.
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* poisoned, growing weaker
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* going insane, surrounded by monsters through a strange land. it's not a question of if, but when.
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a physical resource is running out:
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* the land cannot produce enough crops
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* mineral shortage causing...
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an event
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* running a race (like a marathon), and your stamina is running out. keep going as far as you can
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* refreshments every X... balancing speed by stamina drain
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the difficulty ramps up until it's physically impossible
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* eg. tetris
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the delay could be undefined, or a temporary reprieve. thus the hero could "succeed", but as the
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story is told it is only to hold back the end for a brief moment.
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## rough thoughts
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The difference between delaying the inevitable and surviving is that in delaying, you can only ever
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lose.
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I like the chess-like since it gives a clear base line: the game already exists and I don't have to invent arbitrary mechanics, and the resources for the base game are clear. It might be difficult
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to make an opponent that makes meaningful moves. There are a lot of possible modifiers.
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* ranking up your pieces (move increases, mutatation into difference pieces, abilities)
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* the enemy pieces can get new abilities
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* new types of pieces can be added
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* the game could be played on a slightly different size of board
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* the 'score' is how many turns you've survived
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In a similar vein, the race running idea seems to be clear and doable. I feel doubtful that I
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can do something to make the gameplay of running interesting. It could be something like trying
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to keep as steady of a cadence as possible hitting two keys (eg. L, R, L, R). A lot of runner
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games have you just "run" on their own and you can slightly slow down or speed up by moving "up
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and down" on the screen. I don't want to do that. The score here again is quite clear: distance
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travelled before you run out of stamina.
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I like the ideas of the the ill tamagotchi and pushing against something truly inevitable,
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like the sun rising. What is less clear to me is what I would actually want to the "game" to be
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in these cases.
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In the case of the ill tamagotchi, as time passes or health worsens more conditions could be piled
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on. This may add tasks, sort of like the new things you always have to do in Cook, Serve, Delicious;
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wherein interruptions for bathrooms, cleaning, garbage all happen regularly. It could be quick-time
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type events where you need to do inputs; or you have to get to a certain (place? person?).
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The idea of making class go on longer could be amusing, in a hermione granger sense. Maybe there's
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all sorts of tricks to be played. I think the gameplay of something like would be more text/VN
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choice game.
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Overall, I'm leaning towards the chess-like game at the moment.
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# LD50 Ideas
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# LD50 Ideas
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## Delay the inevitable
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## Delay the inevitable
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@ -5,7 +82,7 @@
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* advancing army: eg., FTL
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* advancing army: eg., FTL
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* chess where the opponent keeps getting new pieces
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* chess where the opponent keeps getting new pieces
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* space invaders
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* space invaders
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* tomogotchi with a medical condition: keep managing it. while trying to acheive some other goal?
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* tamagotchi with a medical condition: keep managing it. while trying to acheive some other goal?
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## Fragile
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## Fragile
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