191 lines
7.0 KiB
Markdown
191 lines
7.0 KiB
Markdown
# 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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## Delay the inevitable
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* advancing army: eg., FTL
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* chess where the opponent keeps getting new pieces
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* space invaders
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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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* hang on to something with a precarious control scheme, eg. waiting tables with a stack of plates
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* low health (bullet hell, or 1-hit KO)
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* navigate social interactions
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* perform a task precisely: small errors may have large consequences
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* eg., solder simulator. components crack when overheated, or esd death when touched
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* surgeon sim but more serious? heh
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## Make connections
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* crap puzzles like missing pipes or wires
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* make your own mental connections in solving a puzzle based on clues
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* detective work
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* making (and breaking) connections to manage a systemic capacity (eg. MiniMetro)
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* social engineering
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* connecting pieces with no particular goal: frankenstein monsters, hip bone is connected to the toe bone?
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* connect different concepts or systems in a process (eg. that medicine making puzzle game)
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## Mutation
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* alter yourself to fit better, or to succeed
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* the challenge keeps mutating: you need to adapt
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* managing with extra functionality due to mutation (eg. your job now has extra tasks that you need to do)
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* identifying mutations (spot the difference?)
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## Teleportation
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* teleportation is complicated. your star trek teleporter takes you through hell before you rematerialize
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* you can only teleport, and so have to go back and force to solve a problem
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* movement is always in steps instead of linear. eg. you move like a chess piece while everything around you moves freely
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## A single resource
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* literally any game with just one resource: life, time, etc.
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* finding 'creative' uses for the one thing you have
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## Folklore
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* an experience based on a folk story?
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* story building "I heard that..."
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* make combined with some elements of a rock-paper-scissors version of burning wheel's social
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combat to try and find which narrative is accepted as part of the story
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## Shelter
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* crosses over in part with infestation
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* survival
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* home maintenance
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## Infestation
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* burn all the things
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* the paranoia and discomfort of living with bedbugs
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* spending energy to control or modify a chaotic environment to prevent the infestation from coming in
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* where's waldo
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* bop 'em reflex thing
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## Road trip
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* bored again trail
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* cross country canada
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* management of driving resources
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* attention / awakeness
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* consumables (snacks, water, coffee)
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* activities (games, stories, podcasts/music/etc)
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* need to pee
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* gas / cash / grass
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* passenger irritation
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* weather / heat / where the
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* does your cruise control work
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## Tunnels
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* is this like a special case of make connections?
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## Overgrown
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* is this like infestation?
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* more precise in not wanting to remove something?
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* difficult to move or see what's coming
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## Out of order
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* find pieces of a thing
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* find a way to return to calm
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* enforce the order beat 'em up
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## Space is limited
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* any game I make basically
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* many games progress from small levels to larger. perhaps fixed size, or they progress from larger to smaller and it becomes more difficult (how?)
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## Combine
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* put items together
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* connect different concepts or systems in a process (eg. that medicine making puzzle game)
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## Garden
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* a large multi-tomagotchi situation
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* sorting or optimization problem: given space and plants and their neighbour interactions, get the
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best results possible
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* plant identification (lol just flash cards, but in the compo I can't use outside pictures of a thing unless I take them myself or alter them in a meaningful way)
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