I solo'd this game and picked a medieval fantasy game. What began with the desperate plea of a cleric to survive an encounter with a primordial being turned into a fable about a sad, confused monster wondering why it hurts and scares the creatures of the beautiful world it's just now discovering. The keyword mechanic allows for sparks of inspiration like that, and I really didn't expect to head down that direction! I'd actually love to play this in a group setting one day with other would-be meddlesome godlings.
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Call me Maybe's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation (how innovative/unique is this game?) | #5 | 3.714 | 3.714 |
| Mood (how evocative of mood/emotion/vibes is this game?) | #6 | 4.143 | 4.143 |
| Humor (is this game funny?) | #7 | 2.286 | 2.286 |
| Your overall opinion of the game | #7 | 3.857 | 3.857 |
| Fun (how fun is this game?) | #8 | 3.429 | 3.429 |
| Theme (how well does it fit the theme?) | #8 | 4.000 | 4.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Wow, this is really well put-together for a 72-hour window, well done! I really love that you break down the steps, that there are some awesome setups at the end, and the whole premise. All of the players acting as a single being —one that’s so far beyond us that we can’t really comprehend it— and not necessarily working together is really awesome.
We weren’t actually able to play this as there are just two of us (Beth and Angel), but I could definitely get the vibe from what I read, which I really liked! And please know that the things I’m mentioning here are very minor nitpicks because the overall game is solid, and I have no critique about it whatsoever.
I’ll admit I struggled with what a Concept-Divinity is (and also that the first use of it isn’t capitalized, but the others are). I appreciate that you define a Concept-Divinity next, but putting that first (or me being less lazy and jumping ahead earlier lol) would’ve helped. And I totally get not catching the single misuse of “concept-divinity” with such a short timeframe!
Also, I found myself going back in the rules a few times to make sure I was reading things right. There were things brought up that specified other parts, and it felt like I had to push past my assumptions to understand. If the “How to Meddle” section was folded into the “How a Cycle Takes Place,” I think I would’ve followed along better. But this is incredibly minor since it’s only a five-page document anyway.
Again, this is fantastic. Super unique, has a little of that “makes me jealous I didn’t think of it” vibe to it, and you stick to the theme of your game throughout so well!
- ✨Beth
This brings to mind series like Kaos or Sandman. Where families of Gods separately get involved in affairs they either care too much or too little about and really can’t be bothered to fix things they make worse, or coordinate amongst themselves for the best plan. Call Me Maybe is a really humorous title for this, it sets a “be careful what you wish for” tone to the game.
I like your choice of language throughout: “The cycles”, “the waking”, “the meddling” they’re very fitting. They also manage to capture the tedium of having to deal with the maintenance or consequences of your divinity. Like why can’t people just appreciate the splendor of my magnificence and let me dream/create in peace?!
Beth and I usually play most games as a party of 2, since we don’t have a group of folks to play with, so I appreciate that this can be played with two. But I do see where this would be way more fun playing with a larger group of people who all have their own constraints and ideas of how to fix the problem. Because I often play things solo or with Beth, my mind can’t help but look at something and wonder what a solo mode might look like. One person taking on the four facets themselves could be interesting as well.
I do feel like turn order could be slightly more clear. Or perhaps that is the point in that it is meant to be chaotic? Do facets take turns and get a choice of observe or act during the meddling? Or do people just meddle as they discuss communally and hog the ticks as they go? Leaving less assertive people to the fate of meddle or forever hold your peace? Either way it’s kind of a funny concept. But I did find myself rereading for clarification on a small amount of specifics.
Your game really captures the theme, and the layout and execution are really nicely done.
~Angel
Sandman was definitely an inspiration! and happy you got what we meant for the title ;) Solo mode is something we could explore if we do a 1.0 version of the game, not sure what it will be as we wanted the back and forth with the GM and the player to be core to the game, but it could be interesting! Thank you for your feedbacks. :)
I only read through the game as I didn't have anyone to play with at the time of rating, and I feel like being able to test the game for real would have helped in properly understanding the instructions. I did like the idea of chaotic divinity and the suggested campaigns, which really helped me imagine how the game could be played out. The illustrations from the Met Museums were a good choice as well :)
This seems like a lot of fun, and the philosophical vibe is really compelling . The suggestions are really good, everyone loves a good official adventure when they're learning a new game and it captures the theme really well :)
Is it just me, or does this game feel too *epic* to be named for a Carly Rae Jepsen lyric? I especially like the genre suggestions, complete with Keywords.
Absolutely love the concept of this! Meddling ethereal beings answering the pleas of mortals for better or worse. I could really see myself running this as a narrative cage match style game with each player enbodying the essence of their keyword and arguing with each other over how best to stir up a solution... of sorts. I really liked the presentation and the use of museum assets really hit home the theme. Great job!
I had to read the rules twice to understand them, which is not bad, but it is not ideal either. I has too many key words. "Meddling, Ticks, Facets". I understand why you need these words, but each one detracts from the games clarity and you have a lot of them. I like the ideas. I would move the ready to play page to the top so readers have some context for what they are trying to do right away. Good game. Bad formatting.


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