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donedeaddrop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Production Plan | #1 | 5.000 | 5.000 |
| Concept | #7 | 4.667 | 4.667 |
| Overall | #10 | 4.190 | 4.190 |
| Audience | #13 | 4.000 | 4.000 |
| Impact | #13 | 4.000 | 4.000 |
| Aesthetic | #15 | 4.333 | 4.333 |
| Theme | #21 | 4.000 | 4.000 |
| Scope | #32 | 3.333 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I'm a big TTRPG fan so I'm really excited to see how this turns out! I'd be curious to know how the Roleplay events work, especially since it's a solo-play RPG with pre-written outcomes (and how the randomized personalities play into that). I might also question how necessary combat is as a mechanic? I don't think it's bad, but it might add a lot of effort and balancing work that focusing on fleshing out the exploration/survival elements might not (and may also slow the pace of play, especially since it's a battlemap-based battle system instead of theater of the mind like Mork Borg). When I think of solo-play TTRPGs, I usually think of self-reflective narrative-focused experiences like Thousand Year Old Vampire. Conflict is an element, but dedicated combat rules aren't. The personal journaling element seems in line with that conception I have, and I really like that element. Personally I think I'm just more interested in the exploration/survival/roleplay elements though, so feel free to disregard that. Best of luck!
Hi! Good comment, I've been thinking about the inclusion of combat myself. You make some excellent points about the pacing of the game, I appreciate your insights. I wish you luck on your game too!
Fantastic, the TTRPG angle gives this game a lot of ideological sway over the players because of how intimate a player has to be to properly interact with the system. One thing to keep an eye on is scope and playtesting. These systems are hard to make, let alone make fun. If you can handle that within the time of the jam then this will be great!
Thanks for the advice Cepter, I definitely agree that the scope is really massive right now. I've received a lot of help from professors to help me decide what I want to cut, and I have a fairly strong vision for what the bare minimum of this game needs too look like. Thanks for your support, and I wish you luck on your project too!