Results
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Creative Vision / Rationale / How Did You Incorporate the Theme
Granny’s Home started with the two of us brainstorming. Generosity made us think of giving—not just objects, but time, care, and effort. That led us to talk about our own grandmothers, who were both known for their generosity. They both lived through the Great Depression, which left them with a deep resistance to waste. We had both been through that stage where they needed help letting things go—when the house is full to bursting, and everything sparks a memory (and an argument).
Whenever we see each other, we end up talking about family—so this felt like a natural path. We shared stories about stacks and stacks of old newspapers, closets filled with mystery boxes, and the family lore that somewhere, somehow, Grandma definitely has gold bricks hidden in the house.
We started with the obvious idea of generosity: donating to help others. But as the game developed, we realized we were more interested in the quieter kind—being there for someone you love, and offering patience. Not by rushing the process, but by gently helping them through it, again and again. Even when they pull things right back out of the trash.
Granny’s Home is about both kinds of giving—passing good things on, and supporting someone through a difficult transition. It’s also a reminder that real generosity means donating what’s actually useful… not just dropping off your junk and calling it charity.
We wanted the game to reflect both the heart and the humor of this experience—with a light tone and cartoon-inspired comedy that makes space for laughter, even in life’s messier moments.
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