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SVDE BLK

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A member registered Jun 25, 2022 · View creator page →

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thanks for playing. you def aren’t the only one who was confused it seems lol so it’s not you, it’s on me. there are a handful of ways that the cutting order affects different elements, and from other comments it seems like it’s not clear that cutting all cords asap isn’t necessarily the best solution. to be clear it definitely can be completed, i ran play tests with every order combination, & there isn’t necessarily an order that would 100% result in failure. but it def seems like some are monumentally harder than others.

the confines of the jam slice maybe didn’t present the most intuitive played-through tutorial. the best path forward is usually to cut things at the last second you can before getting hit, but the order of cuts probably wasn’t balanced well enough imo. 

but thank you again, i will def take all these comments into consideration and try to balance a few things, and tho i don’t see much more gameplay coming from this as it’s kinda a micro game by its nature i can say for sure i’ll be applying the same design principles going forward

thanks! the limitations of the jam helped drive a lot of inspiration for the aesthetic (obviously the color limit especially inherently brought out the need for alternative shading and dithering techniques). i was trying to made each one you lose really felt through the play but some worked better than others. 

ty for playing! there are a handful of ways that the order of cuts you make can affect the difficulty, it seems some def scale more obviously and logically than others. interesting that breathing affected your playthrough the most because i actually thought that might have been the weakest. i don’t have much to add to this beyond the jam slice but will be working on some balancing when i get a chance.  

thanks! i’m glad you could get through it, it seems like a few people weren’t so i def need to work on the balancing logic. 

and ty for pointing out the color issue with the text, i do wish there were better native functions  for page themes cause it seems like something small always slips through. 

just noticed the linux requirement update and realized i skipped it, will do tomorrow!

this is fucking sick and i DEMAND skill a real version of this game 

i'm gonna be honest i 100% thought anals was intentional... i love this game lol

first of all, thanks so much for the kind words! and secondly, for pointing my attn to these not being well defined enough. admittedly this was a huge jump in mechanics, lore, and just straight functional design from the other 2 ttrpgs i've completed & i was def rushing against the clock to finish so i think some things might've gotten a bit turned around. 

FLARE: only 1 rule cond on the books (#6)

when you act with no RESERVE left, you FLARE. see THE INDEX.
~ you do not flare any more. flaring was the body still arguing.

beyond that, there is no rule, stat, roll, narrative, engine, or any other mechanic that causes a FLARE. it's meant to parallel reality aka when you've run yourself down & out and try to act anyway. 

RESERVE is refilled 2 per scene (#13) and fully after resting for a night (#14),  and spending RESERVE  is how you perform "in/extraordinary" tasks.

and i hope i made this clear but if not, the portions after the ~ tilde marks in each rule are the PROGRESSION rulesets, which are what triggers when a rule is struck; those are permanent conditionals. 

so overall, FLARES are kinda rare at first but as you progress and rules are inevitably struck and players want to continue pushing past their limits, they not only become more frequent and easier to trigger, but depending on the rule being struck, RESERVE limits can be heavily impacted. even the rules that refilling depends on can be altered/struck.

as for core storyline, my intention was to allow the GM/table to define the feeling of the opening. session setup, char creation, opening progression markers, and general framework are all to be played straight as per the rules. but there's no scripted opening scene, location, or env atmosphere in the rules. the EDITOR (GM) can set any scene/setting/framing, as long as it's dictated by the framework of the Spine (#1-6) for difficulty, host perception, char setup etc. 

all of that said, now outside of the time limit and over-the-top amount of prep i did, i can def see how it might have been a little too vague (ironic lol). 

sorry for the novel, but thanks so much again for pointing these things out; like i said this was by far the most indepth ttrpg i've done and i am still new to this arena, so trying to make sure everything makes sense to anyone besides me is def not an inherent skill. 

please let me know if anything else needs clarification or if this opened up more questions. in thinking this out loud, i realized the meta-theme of it being "The Abridged Edition" itself can both help and hurt the narrative depending on diff factors. i was worried about it reading more as an actual system rather than the full thing, so i think i might take this inspiration to create some supplementals that are pure scenario packs. 

this is my most comprehensive and detailed TTRPG ever! tried to hit all accessibility points i could, with formats in plaintext, PDF, html/screenreader-friendly, pure audio. all are intact and provide the best version of the story and progression. nothing is compromised. 

this is a story about having a body that betrays you with every step and a log of all the wrongs you've never even done to yourself but must suffer with. nevermind the fiddle, give the devil a clipboard. 

i am a queer, chronically ill, disabled artist. thank you for such a great theme!

decided to use this awesome jam prompt as an excuse to break out a massive creative multi-format media project i've had in the back of my mind for a while, LUSTRE ltd. 

this is my first time using Blender to this extent, and some things are very sloppy/messed up (lots of exposure issues) but i am still learning quite a bit. the renders also lack a lot of texture and color, but this is far from the last time i'll be touching them.

hey there, first off thanks for the jam, it was a fun premise and i love dropout/D20. i don't see my submission on there, but i submitted in time and approved the entry for the bundle, just wanted to see if there was a way to fix that. thanks!

genuinely pretty fun! top down stealth shooters are always my jam and this one has a good premise. i would say that the enemy hitboxes, range, and wall/window glitching needs to be tweaked a bit as it can feel a bit unfair at times. nice touch that you could blow windows out with a swipe or whatever E was doing. good one!

this is really rough, a lot of persistent issues and bugs but i ran out of time this week. will be updating when i can.

the most addictive smoking has ever been!

very interesting and unique approach to the jam concept and rules. i like it. 

very cute interface and design approach! a relaxing little game.

looks like the download button is missing for this one, just a heads up!

the game was so evil that godot literally turned into a spinning binary loop of 666 written in ascii so i couldn't finish it but i def plan on going further into hell for this in the coming weeks. expect way more evil soon!

hi there, i had my game uploaded and finishing up the itch page and didn't realize things ended at 2:50 instead of 3. is there any chance you can still accept my entry? thank you!

https://svde.itch.io/venomous-little-thing

i found the jam super late, with less than 3 days to go,  but i had an awesome idea for one of the few covers left and crammed as hard as i could. i literally was uploading my submission with ~1min to go and it stalled out longer than i thought and as you can see in the attached ss, i had literally 10 secs past the clock. is there any chance i could get a submission link to submit late this one time? my entry is a mess (in addition to the low amount of time i also have been very sick the last week) and i'll finishing and uploading an extended demo soon, but i'd still  love to be able to leave my mark on this community if i can. thanks for the consideration and the great prompt/idea either way!

nah it was made to be cross-compat with any browser, the issue was with the framework i built it on for the web build/export function. i put up the downloads for mac/win/linux, so it should be good to go now. thanks for letting me know!

thanks for the grace on that! found a bug/critical error in the godotOS web build export function. couldn't manage to fully fix it in a reasonable time so i've thrown up the 3 OS builds. was able to test windows and mac but if anyone can check the linux build and let me know if there are any issues i'd appreciate it (can't run the arch on my machine at the moment). hope you enjoy!

i know i'm very very late but i am gonna try to cram in something like little dream angel story!

is this just the single asset group of 4 pieces mentioned in the description?

thanks! the atmosphere was def a fun one to go for, and it definitely was not supposed to be silent! i posted a patch for that so if you wanna give it one more reading/run you'll get the full experience now. thanks for pointing that out! 

the flavr  was fun to write, as well. i kinda wanted to keep the original essence of the general implications associated with the major arcana while capturing something that wasn't 'quite right' at the same time. i tend to like games that lie to you in simple ways. the flavor will get a lot more tasty in the full game release, too. 

thanks! i'm really happy to hear that, i am rough so far on getting a "whole game" aesthetic nailed down, but that hyper modern/retro duality was absolutely the vibe i was going for, so that means a lot. it was supposed to have audio which i just fixed today so if you wanna give it one more reading to get the full experience, it's intact now!

thanks so much! i was really fortunate to find the amazing pixel tarot cards by jcanabal and the enemy tokens by zordvil! visual game design is one of the fields i'm the newest/roughest in, so those pieces all immediately helped set the mood. 

and tysm for mentioning the audio because it is definitely not supposed to be silent, the audio in fact adds a ton to the atmosphere. that has now been fixed, so you can get the full experience! 

i will check yours out later tonight or tomorrow, i plan to go through the whole list at least by tomorrow afternoon. 

decent atmosphere for sure, but i found the controls and FOV/camera speed extremely disorienting. 

controls were way too frustrating given the inability to jump while moving forward properly

the enemy aggressiveness made the overall feeling a little unfair due to lack of space and sightline but overall i enjoyed the vibes

art direction and visuals were nicely done, the mechanics and flow were a little jumpy.

very cute art style and nice visuals overall. the text sound effect was grating after a minute.

like the overall aesthetic and direction 

really loving the retro vibes, but the controls made it kinda hard to progress.

funny and unique, but the controls were a little clunky.

interesting that you can attack your own pieces, was this on purpose? overall i love the vibe, but was very confused as to how turns worked since i moved once and the enemy moved like 10 times lol.

very fun music, art, and vibes! was a little confusing on how to progress.

fun possession mechanic, but thrown a little too fast into it without explanation. good job.

interesting concept

really love the concept and execution mechanically, though the UI def needs some polish. well done!