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A jam submission

//Mask+Molt-View project page

Put On A Mask
Submitted by Screwball Games โ€” 12 days, 18 hours before the deadline
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//Mask+Molt-'s itch.io page

Whic ingredient did you choose ?
Masks and Molts

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Comments

Submitted(+1)

I'm not really one for PBTA games usually, but I really like this one. It's great for soloing and I like the idea of creating one word "skills".  I also love the humor woven in throughout the game. I also like how easily extensible this is, for example, I can see myself extending the heist table to include some more abstract stuff, how about stealing someone's "heart"? Or stealing someone's "thunder"! The possibilities are great.

Adding on to Kinayla's comment, I like the idea of accumulating masks over the course of a longer session and multiple heists maybe? That'd be awesome. 

Developer(+1)

Thank you. I'm glad you liked it and I appreciate your kind words. Made my day hearing that. I thought about the idea of multiple masks and making new ones but I'm saving that for a zine version of the game or a 2e.

HostSubmitted(+1)

I really like the idea that the mask represents the character's molt and transformation. One thing I wasn't sure about, though: it feels like the character always uses the same mask. Could a bandit (or impostor) acquire new masks over the course of different adventures, or own several masks with different identities and abilities? I think that could be an interesting possibility, but I'm not sure if that's the intended design.

I also really enjoyed the random tables for the Mask Master. They make for a great starting point, and it's easy to imagine creating your own tables once you've played a few games. And I have to admit, I laughed out loud when I rolled "Dave" on the "From" table. ๐Ÿ˜„

Developer(+1)

Thank you so much for your kind words, i really appreciate it. I was saving the multiple mask stuff in case i wanted to make a bigger zine version of the game.

HostSubmitted(+1)

I really hope you do! ๐Ÿ˜Š

The whole idea behind the 1100-word limit is to encourage designers to focus on the core of their game. Once those foundations are solid, it's much easier to build a bigger, richer version afterward.

If I'd allowed 6,000 words from the start, the games would probably have been more detailed, but they also would have included a lot more unnecessary material. I really like seeing designers distill their ideas first, then expand them after the jam if they want to.

So I'm genuinely looking forward to seeing what you do with this game after the jam. I think it has a lot of potential! ๐Ÿ˜Š