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(3 edits) (+2)

When the theme comes out, it should help in the direction to take. What I can say is that the creator should know how often certain aspects occur. For example, if I were to make a completely "misery bad" game that's essentially unplayable and a blank screen that does nothing but glitches, it detaches from the "game" aspect and moves more toward the boring aspect. However, the same applies if "fun bad" is stretched so far that it becomes too fun and voters don't see the intentional bad aspects.

Essentially, you have to find a middle ground. A game can be bad, but the intention to make it bad is clear. But it is still also beginner-friendly, so we definitely don't expect the most complex "worse" game you can think of.

We want to see how someone can effectively take so many "worse" elements that it becomes playable.

Good luck on the rest< 3

(1 edit)

thanks for the clarification!