Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I loved the "theme" of the jam, but the alphanumeric limitation kinda sucks

A topic by basementurtle created May 02, 2026 Views: 207 Replies: 5
Viewing posts 1 to 6

Numbers are not words, they are symbols. Not having numbers constraints the possible games that could be made too much imo. Most games in the reference section of the briefing post have some sort of numeric representation, and I believe there is a reason for that.

I do understand that constraints are a way to canalize creativity in a specific direction, but if the constraints are too rigid, or too many, you end up with only a few possible games that could be made. 

Examples of games that can't be made without using numbers are: (most) Incremental games, or games focused on Resource Management. Because you can represent 5 pieces of wood using icons, but you can't represent 100 pieces of wood using only icons. I mean... you can, but them the player experience would become worse, not better, and this kinda goes against the whole idea of this game jam.

Submitted(+2)

I'm on the opposite side, I really like this limitation. Games almost always quickly end up with words / numbers in there somewhere so it's nice to have to go against that grain and try find ways around it. I think any theme / ruleset will make certain games difficult or impossible to include. That said - you could challenge yourself and try create a game in one of the genres you mentioned. An incremental game could be like a pig you keep feeding and it gets bigger and bigger and bigger, no need for numbers. A game focused on resource management could have resources be physical objects in the world rather than numbers to represent the amount.

Just my 2 cents. Good luck and have fun if you do decide to take part!

Submitted(+2)

You can use use visual quantities instead of numbers. Then when it comes to spending resources you could make it so resources are gradually spent on a thing until it's cost is fulfilled instead of instant spending which requires a specific amount of resources (like with Supreme Commander, Settlers IV and Rimworld), that allows you to be a bit more vague with larger numbers since counting individual resources would become tricky unless you have some kind of compression.

You also have the option of using segmented bars if you have resource caps.

You also can ask yourself if you need to have large quantities of resources and whether you can design the game with lower resource counts.

(1 edit) (+1)

Numbers are just a way of representing how much there is of something, but you can also use other things like shapes or colors for that. Think of casino chips, some of them don't have numbers but people still can know how much they are betting based on their color.

About the incremental game, you can make the player "farm" triangles. Once he reaches 100 triangles show the player how they turn into a square. Once the player reaches 100 squares, they turn into a pentagon. I'm pretty sure I've played a game like this.

Same thing for the wood, just show the player how 100 normal woods turn into 1 silver wood, then gold, diamond, etc

Submitted(+1)

just have, for example, 5 orbs on the UI. When you have 5 of something, show 5 orbs. When you have 1 of something, show 1 orb. think like this. There are no problems, only solutions

Host(+1)

Yep - play literally any resource management boardgame.

Also, re; incrementals - try to think of the top-level goal of the limitation.
We want you to focus on making something sensibly-scoped, reasonably polished, and genuinely enjoyable for the judges (i.e. your other jammers) to play in the time they have available to play and rate games.

Incrementals are generally designed to drag minimal content out over a long period of time. You totally can make one within this brief (for example having visual resource tokens which are worth X amount of the previous token type, on a curved value scale) but it's also worth noting that the genre doesn't lend itself to something which comes across well in a 5 minute session.

Better to use this jam to practice how to do UX and gamefeel stuff in a project which fits the brief and then take that learning forward into your longer/slower games, rather than trying to force a longer/slower game format into the jam when it's unlikely to do well under the voting criteria [which have been devised specially to try to get you to focus on the moment to moment feedback and legibility of theme and mechanics, rather than larger more complex systems!].