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I'll play the games with the most interesting stories, what yours?

A topic by Shambing created 1 day ago Views: 131 Replies: 22
Viewing posts 1 to 11
Submitted

So I’ll start with mine.

The story of my game actually started with three ideas.

When I heard the jam theme, “Don’t trust anyone,” I started thinking: What could I make with that?

Police officers? I don't know.

Maybe a story about a lawyer? Not really.

A really unfair platformer? Nope.

I wanted to make something stranger.

That’s when I came up with the idea of a tomb raider who has the terrible luck of finding cemeteries infected with zombies. Every corpse could potentially attack you.

And that’s where the “Don’t trust anyone” part comes in.

The problem was figuring out how to connect that idea to an economy system that would actually make the game interesting.

That’s when I came up with the gameplay loop.

First, you travel from cemetery to cemetery in a truck with a guy who sells you different tools. These tools help you figure out whether a zombie is asleep or starting to wake up.

Every corpse has a chance of being a zombie, but they don't all behave the same way. Some wake up almost immediately, while others take longer.

You have to learn how to identify the signals using the tools you buy.

There are two types of signals: normal and intense.

A normal signal tells you that the zombie is starting to wake up.

An intense signal means: GET OUT.

Because if you take something from the corpse while the zombie is awake, it will attack you.

And that's basically the whole idea behind the game.

You enter a tomb, use your tools to figure out if the zombie is still asleep, take an object, check another one, and keep looting while trying not to wake the corpse.

It's a small gameplay loop, but that's what I wanted the game to be about.

What makes it more interesting is that you can play in completely different ways.

You can be extremely careful and stealthy, or you can be completely reckless and take risks.

That's also why I came up with the vaccine.

The vaccine is the most expensive item in the game because it gives you one of the biggest advantages you can get.

For example, there might be an extremely valuable object inside a tomb. If you have the vaccine, you're basically saying: I'm getting that object no matter what.

And that can completely change the situation.

So that's the idea behind my game: you buy tools, use them on corpses, loot whatever you can, and try to get out before the zombie wakes up.

Now, about the actual story and lore...

I originally wanted to write much more of it, but honestly, I simply didn't have enough time.

I didn't even have time to finish all the designs. I made some of them on my phone and then transferred them to my computer as best as I could.

I spent basically the entire day working on the code, and at night I had to work on the art and design.

And believe me, I wanted to make the game much more detailed visually.

I don't think this is the best art I could have made, but honestly, I'm still really happy with the idea. I really like how the game turned out.

As for the lore of the game, here's what I had in mind:

You owe a huge amount of money to a mafia boss.

Because you owe him so much, he forces you to raid cemeteries because it's the fastest way for you to make enough money to pay him back.

The guy who sells you the tools is actually the one who collects the payment. At the beginning of each level, you pay him a fee, and once you pay it, you're allowed to move on to the next cemetery.

I didn't have enough time to make the transition between cemeteries, but that's how the story is supposed to work.

And here's where the mafia boss gets really clever.

He's making money from you in two different ways.

First, he's profiting from the objects you're stealing.

But he's also working with bioterrorists who are testing a mutant virus on corpses to bring them back to life.

They're turning the corpses into zombies.

They needed someone to act as a guinea pig — someone who would unknowingly test whether these zombies would actually wake up and attack.

Unfortunately for you, they hired the mafia boss.

And he saw an opportunity to make money twice.

You think you're simply paying off a huge debt by raiding cemeteries.

You don't know that you're also being used as part of an experiment.

That's the story behind my game.

Now I want to hear yours.

I don't care if your story is extremely long. I actually love reading this kind of stuff.

This is what gives a game its flavor.

So go ahead.

Tell me the story behind your game. 👀

And if you'd like to try my game too, here's the link:

Fake Body

Submitted

I absolutely love digging into game lore, and your development story completely captivated me! The tomb-raider/debt-collector premise is truly unique, especially how you tied the core mechanics directly into the narrative of being an unwitting guinea pig. It’s truly clever.

Your thought process actually mirrored ours a lot. Like you, we initially considered making an unfair platformer to "trick" the player, but it felt a bit too safe and not quite exciting enough. We spent our entire first day just brainstorming. We flirted with a "sheep and wolves" concept but got stuck on making the mechanics actually fun. Eventually, the theme "Trust no one" led us to think about Papers, Please. We quickly realized that matching that scope in a week was impossible, but it sparked our core mechanic: what if, instead of checking documents, you were a scanner checking machines?

That led to researching and designing a sonar system. Our first prototype had players checking which submarines were safe to let into a base. The problem? Differentiating them by images or electromagnetic waves was too easy and just wasn't very fun. So, we flipped the script: instead of choosing trustworthy targets, the game defaults to treating everyone as an enemy. Players then have to earn upgrades to literally "learn to trust."

I completely related to your struggles with the art! We aren't brilliant artists either (though for what it's worth, I think your game's visuals turned out great despite the time crunch!). To keep the scope manageable, we designed the game to rely on minimal graphics without sacrificing the atmosphere, which meant I spent a huge chunk of the jam learning pixel art and other UI stuff on the fly.

I'm so glad we both managed to survive the week and get our projects across the finish line. That’s a brief look into the lore of Sub Sonar. We're currently working on a post-jam update, and given how thoughtfully you designed your own gameplay loop, getting your analytical feedback would be a massive help. I'd be thrilled if you gave it a try when you have the time. Thanks for sharing your story, and for reading mine!

Submitted

I just tried your game and it's really good! It's definitely a solid roguelike, and I love the tension you create by forcing the player to keep track of so many things at once. keep working hard, guys! I wish you the best of luck.

Submitted(+1)

Thanks again for checking it out! We're glad you enjoyed it. Best of luck to you too :)

Submitted

/jam/brackeys-16/rate/4950365


Hope you spend some good time at the Catastrophe casino and get out of it with your 9 lives and a lifetime supply of tuna 🐟🐟🐈

Submitted(+1)

I played your game-definitely one of the coolest things was the glass of milk mechanic. Very well implemented, it turned out awesome!

Submitted

Well, mine's a bit funny:

I have participated in a couple of jams before (two GMTKs and a tool jam), and my boyfriend wanted to try participating in one with me. The thing is, while we are planning on moving together soon, we still are living with our respective parents, so we decided to go big, risk it all and rent a short-stay apartment in another city and live together for 8 days to participate in this jam, and we're really happy with the experience and the result (although we didn't see the city that much because we were way too focused on the game)!

With regards to the game story, we originally planned on making a game about being a bus driver in a city infested with zombies that infiltrate into society that has to decide whether to trust passengers not to be zombies. Then we realized we thought of that story just because we were in the middle of an 8.5-hour bus travel to where we were staying when the theme was announced :/.

My boyfriend also thought of making a game where you play as a school teacher that gets pranked on by their students, slowly leveling up to each school year up to university. I didn't fully like the idea and was afraid of the idea being too big for the jam, so we ended up scrapping it and reaching our final idea:

The actual game we ended up making tells the story of two psychopath siblings that inherited their parents' pawn shop after their mysterious death (the idea was that they most likely killed them), and have to keep the business alive. However, they happen to be incredibly good at manipulating people to get decent deals, so they do that. We were wondering if just having a conversation simulator to get deals (or any other similar ways of implementing it) were going to be enjoyable, so I thought of making it a card game, with the excuse that they are obsessed with card games (and a bit bad at social interactions), so they gamify every conversation internally as a card fight. With the 7 customers we designed with care and love and the 27 cards, each one of one of 7 different types we thought of, that meant we would have to write over 300 unique dialogues keeping in mind the different personalities of the characters. Of course, this was too much for the jam, but we only realized at the very end of the jam, so we ended up with only 3 characters (and each only having about 7 out of the 27 card responses available), just making it playable enough.

We do plan on finishing it up as our not-so-little personal project, though!

Submitted(+1)

The pawnshop concept is really good, and the characters make it stand out even more. The card mechanics it really well with the game's theme. Definitely super well executed!

Submitted(+1)

Thank you so much, we're so glad you liked the idea and its execution <3
We'll definitely check out yours too! We already have a list of games to play, but we'll get to it <333

Submitted

Rate The Royal Knight by 31math62 for Brackeys Game Jam 2026.2 - itch.io my game has a pretty good story

Submitted

I love RPGs, I'll definitely keep an eye out for your updates, trust me!

Submitted

Mine is a mystery game that you play as a ghost. You are convinced somebody in your family killed you, and now you must find out who the killer was by moving around the house trying to find clues and retracing your actions on the day you died. I can't say anything more about the story because it would make it, well, less mysterious. Here's the game, if you ever decide to play it: https://illusyra.itch.io/the-day-i-died

Your game sounds super interesting, I'll be sure to check it out when I'm on my pc!

Submitted

I have already tried your game, your idea is very intriguing. I definitely look forward to an update on your game.

Submitted

I tried to make my game atmospheric with a short story that you piece together as you progress. It is a short case investigation inspired by 90s series and some older games. Also depending on how you handle the case you get 1 of the 3 possible endings. Hope you can take a look and give any feedback which is appreciated, I would love to hear back from people since this is my first project and first game jam. Thanks!
/jam/brackeys-16/rate/4951868

Submitted

Hey! Sorry, I Couldn't play your game because of a compatibility issue with my PC. I'm not sure exactly what's causing it, but I'll be upgrading my PC very soon. I won't forget about your game, though -I'll definitely try it once I can!

Submitted

Mine is simple but effective,

You are in debt and have to build a city on an island to pay it BUT you can't trust anyone, not your banker (won't spoil that), not your residents (they can break your buildings if they are unhappy) not even the instruction given to you, There are three endings that I won't spoil.

/jam/brackeys-16/rate/4951015

Submitted

Yeah, I've tried your game. At first, I didn't understand anything about the three ending, but once you play  it, everything clear up. Good game, kid. For only being 14 years old, you're doing really well.

Submitted

Long story short, mine is a mystery game where a man wakes up with amnesia and is unaware of what happened to him or who he was. The only thing left beside him are a few notes and a dandelion, which could symbolize something. I don't want to post spoilers so I'll stop here, but the game will be having a sequel

https://brookxii.itch.io/where-the-seeds-drift

Submitted

Sorry, bro, I didn't get it, I couldn't get past the first level. :d

Submitted

My game is all about story, hope you like it! It's called Dark Succession

Submitted (1 edit)

Bro, I had already tried this game. The thing is, I hand't  left a comment. The title screen caught my attention. And I know this is a lot of work. I like the theme of the game. In fact, I had already added it to my collection.

Submitted (2 edits) (+1)

Enjoyed reading all the stories and thought processes in this thread! We need more posts like this.

Here is mine:

I always wanted to make a game about space. When the jam started I knew I had to tie in the theme to a story as opposed to a game mechanic.

My main inspirations were sci-fi TV shows and movies, like Cowboy Bebop and 2001: A Space Odyssey.

So I came up with the idea of you being a cargo transporter ship taking jobs from NPCs, taking packages from point A to point B.


There was a lot of room to incorporate the "trust no one" concept – shady clients, deals gone wrong, ambushes.

I had so much fun coming up with the stories, dialogs, NPC and location names for the game, so much so that I ended up not using about half of them.

I also incorporated a "citizens band" radio network with procedurally generated text. Initially my plan was to make it so that the network of space truckers can help you with decision making, but it ended up being just lore and flavor text. Distress calls would have been perfect for the theme too.


In the end, I feel the gameplay felt too flat and ran out of time to implement more "fun" mechanics, so I just committed to a more minimalist, cinematic vibe to the game, instead of half-assing a battle system. It would be a good break anyway from all the arcade games I've made in previous jams.

Without spoiling too much, the game contains: transporting cargo across space, outrunning space pirates, and losing a fleet of Interstellar Police in an asteroid field, Han Solo-style.

My goal was that each level could very well be a premise for an episode of Firefly.

Overall, I was pretty happy with the result and I'm considering expanding it into a full game.

/jam/brackeys-16/rate/4952847


Checking out all your games now!

Submitted

I've already tried your game. It's really good. That music didn't disappoint me. Although I'm not going to lie, it's not that I don't like the game. But since you mentioned Cowboy Bebop, I imagined the music was going to be inspired by it, but that's just a personal preference xd. Even so, it's awesome