I'm doing a mystery game where you find and read documents, so this is extremely helpful! Thank you!
JDCorley
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Here's one at the Library of Congress (though judicious searching in the digital collection can get a wider net, these are pre-curated): https://www.loc.gov/free-to-use/
As the guy who has probably played more Primetime Adventures than anyone on earth, possibly including the designer, I'm always up for a TV-structured tabletop RPG. This one has a lot of thought into structure but less into content. That's the area I'd suggest fleshing out in the post-jam revision times. I haven't seen these shows so when the game says "design a cool kaiju" I need more than just a few systemic prompts to help me do that. However, it's really well thought out in terms of structure, which is unusual for an itch.io jam game genre effort. Nicely done, you can feel the passion for the subject.
Incredibly original mechanic. I love the challenge of focusing a camera through the bouncing ball. You could easily polish this up, add on some new city layouts, tee boxes, and kaiju and have a full, hilarious release. Really exceptional, this was the game that had me the most excited about its possibilities.
There's a lot of prompt games on itch.io that don't really do much mechanically, which is a shame because good prompts are best when they're accompanied by good mechanics to carry you through them in a way that isn't just flat randomness. This game fully overcomes that with the decks of cards used by players and by the Threat. It has a great deal of potential and could easily be polished into a real gem - the perfect compliment I can give to a jam game. Exceptional!
A shockingly polished game for a 2-week jam game. The mini-games made me laugh because of how varied they were, and the concept of the game is so cute and fun that I was just charmed from beginning to end. As someone who is just getting started in VNs, this is an inspiration for sure. My highest rating!
I downloaded it and this is a lot clearer:
"Centered" acts like it did before. Whenever I type, it snaps to the center of the page and as I type it pushes text off the top of the page.
"Sticky" allows me to select anywhere on the page, that line becomes the line that acts as "centered" above. This is my ideal portrait working mode. I put the sticky line near the bottom of the page (so I can see if there's something after what II'm writing) and still feel like I'm working on a roll of typewriter paper.
"Off" just types down the page to the bottom and then text above scrolls up.
Great job, it seems like it's working now! Thanks for the quick updates.
No prob. It's a nice little thing and worth the cheap price.
Not sure I "get" this update. When I have "Centered" turned on, then I can click anywhere in the document and type and the cursor works its way down from the top all the way to the bottom, pushing text ahead of it if there is any. If I slide the scroll bar down (moving the text up) then when I start typing again it just behaves the same way. The text doesn't "automatically" scroll up until I'm at the very bottom of the page. This is the requested behavior I have above but I can't "start" the text scrolling anywhere - it only automatically happens at the bottom of the page.
When I have "Sticky" turned on, it behaves like it did before - I can click anywhere I want, but when I start typing the text jumps so that the line I'm working on is always in the middle of the page. Doesn't seem like anything I can do can change where on the page my work is going.
Got it. Yes, if it could be moved lower or turned off that would make portrait orientation feel a lot better. Right now if you're at the end of a file adding more text, half the screen is empty. (When editing, of course, it's fine to have it on because being in the middle looks normal.) Thanks and best wishes!
Hey, I really like this! I use a lot of "full screen" writing programs to aid in my process and this is one of the simplest and most effective.
My question is this: I use a portrait-oriented screen (for that classic typewriter sheet experience). As I write, the text only flows about halfway down the screen, and then begins to scroll off the top, leaving the lower 50 percent of the screen blank. Is there a setting that I can use to completely fill the whole screen (or to customize where the scrolling begins, perhaps?)
Great work and thanks!
Great atmosphere - I never found the whispering face and plenty of people seemed to get into the ritual without doing more than I did, so wasn't able to proceed. I think the pixelation is fine, but maybe limit the launcher a little more; just don't let people launch it at the higher resolution, because it makes things very hard to make out. And I'd suggest taking another look at the boundary behind the buildings - unlike the one across the road, it often appears just as a big black blank with some pixelated wire (?) at the top. I love the path through the game though, and the soundscape is top tier.
Cool stuff. I love the use of color. My only thought for improvement is stuff like allowing quitting and adjusting visual and sound for accessibility. In terms of what's actually here, maybe I might make the "leaving" ending a little more aggressive. Don't let me turn around and walk back in...but that's all I can think to say. Great job!
Good:
* Amongst a sea of other lo-fi horror games where they just look crappy, the VCR effects really work here.
* The gun, sound effects and level design really seem like a 90s shooter that isn't quite ready for prime time. In particular the textures and map just look perfect. (On the other hand this doesn't look anything like a 1984-5 game. Here's a link to a screenshot of a first-person game from 1985, for example. The game should be from 1994-1995 - still quite advanced for its time - like a Quake mod - but within the realms of that period's imagionation.
* JOHN_DEV is a funny, good character. I interacted with many people like him in the chat windows of games like this. I'd love to have even more interaction with him.
Needs Work:
* But why is it on a VCR tape? Is the idea that the player recorded this in 1986? If so then why are all the servers empty? The "found footage" element of this doesn't mesh with the concept of finding these ancient servers still running.
* What, exactly, is the "other player" doing? Are they perceiving the level this way? Are they capturing the flag as well? I guess not because if they captured the flag the servers would go down. But then why are they another player? Are they a threat or is it just a misunderstanding? Remember that we are TWO levels removed from the threat - watching a screen on which someone watches a screen. We really need the other player to pop in order to make it through all that.
Nicely done and can't wait to see what you'll do next.
Really nice job. I think you could even do more with the "dad who is the escape room guy". Is the main character tired of his BS, or is he sort of fond of the puzzles, or are they really excited for dad's latest game? (How about mom, how does she feel?) Then there could even be some tension when the danger arises; is this part of the game or not?
Honestly the best thing about this game is Mrs. Burnwood. So often in horror games with a youthful protagonist, adults just don't behave like adults often do - in a protective or supportive manner. Nice to see a character of this sort.
Usually the "haunted PS1" vibe is meant to elicit feelings of dread - like you're playing a cursed game. I think the low fi aspect to it here could be explored a little more. Is this the memory of someone who played a lot of PS1 games? Etc.
Best wishes on what comes next!
Really nice demo. A few notes:
The white UI elements (back arrow, and sometimes even the cursor) can be invisible in the high-brightness backgrounds sometimes.
While I approve of the webcam idea in theory, it's hard to ethically pull off. Unless you tell a player up front that their camera may activate, it really isn't the right thing to do. You don't know who else may be in the room or what the camera may catch. I know it isn't transmitted but it's the difference between talking to someone on the phone and putting a bug in their house. And if you tell the player up front you will certainly miss out on the surprise of the reveal. I'm just not sure the needle can be threaded.
Great first pass, hope someday it comes together!
A lovely little puzzle game - not too hard, but there are a few levels where if you haven't been careful looking at all elements of the game that you could get yourself in trouble. As most of the people here mention the colors, music, and design are all immaculate and extremely pleasant. I'm not sure the story adds up to much but it certainly doesn't take away from the accomplishment. Nice work.
It's an interesting work, in which you construct certain issues in a 32 issue miniseries about a trans teen superhero. However, the miniseries structure somewhat works against the conceit - you roll a d8 after each issue and skip that many issues. While this means that the average length of play is 8 issues long, there's going to be many playthroughs that are much shorter and longer. With only d8 tables to add thematic complications to the issues, you're going to get a lot of repeats if you roll low, and might not have a great picture of why the final issue is the way it is if you roll high. The complication for the last issue is "you come out", though you do come out in one of the individual issue complications to a friend (and potentially more than once, accidentally or as a result of enemy action). I get what the game is getting at - here you come out to a more public degree, and of your own volition (though not necessarily in circumstances of your own making.)
I would suggest that the advantage of the miniseries format is not just in the finale (although this finale is definitely well chosen) but in the ability to aim for that finale over a set course of issues. Not knowing exactly when you'll get there impedes the sense of pacing you can develop as a creator, or, if you prefer, the sense of continuous growth you would experience as the player of a character in a RPG.
I think the best ways to alter this are:
* Make the miniseries a set length. Give some ideas for different sorts of pressures that might make for a good finale. (Though maybe this part doesn't need to be mechanized. I like the idea that on different playthroughs we can have finales that are more or less under the control of the main character.)
* Incorporate more tables into the development of each issue. That way if you get the same thing twice but don't have a second idea you have some variation in the prompt. Tables could also be a fun way to create villains, fellow students or supporting cast when you're not sure how to proceed.
* It's all very well and good to say "oh this can be any kind of setting you want" but actually that's not true, the teen super genre is very different in different contexts. I would instead pay some attention to fleshing out the setting in terms of its themes. What is special about 1) the school environment, 2) the superhero environment, 3) the rest of the world as it relates to trans characters? In shifting between these environments what does the main character gain and lose? How are the pressures different? These are all questions that can help a writer guide the character through the issues.
A solid first attempt, very enjoyable to play.
I did a fan game recently and used manipulations of public domain photos for the background:
https://www.rawpixel.com/category/53/public-domain?filter=all&sort=trending
I've always suggested that the sitcom was a natural fit for tabletop RPGs, but few games have truly figured out the combination of holding environment, recurring supporting cast, and balance of "straight" and "funny" to make the sitcom setup work. After Paranoia, there's a long break in the sitcom RPG world. Primetime Adventures had "ensemble cast TV show" as a remit, which can include sitcoms, but usually in today's prestige streaming world, everyone wants to make the new Sopranos or Haunting of Hill House.
My group ran ACP for a few nights - not all the way through the season, but far enough to really absorb the cycles of play. ACP does a fantastic job of creating a funny and evocative sitcom premise, and then even provides the episodes itself! A "season" of ACP probably lasts around eight or nine episodes - although sometimes you can get through two episodes in a night there are also downtime and refit episodes, as well as a season finale. We had a great time and highly recommend it.
Ironically, another great zine-style game came out recently with a sitcom premise and structure: Visigoths and Mall Goths. I'm excited to see what others do with this underserved area of tabletop RPGs going forward. Congrats to AlwaysCheckers on a successful project and best wishes on their next one.
Our team of three did a four night campaign of this game. Here are our impressions:
* Don't think that because it's a zine game that you'll play it to completion in one night. Setup is fast, but to make the epiphanies of the characters meaningful you will have to give them highly detailed lives and that means taking a lot of time on the first few loops.
* It's possible for a character to exist entirely on their own and not interact with the others if the other players (the Loop, the Home and Away Teams) permit them to and the player wants to do it that way. This is fine and the game works fine if you do it that way, don't worry about it.
* The character types include a LOT of information about their personality and problems in the moves. The Tastemaker literally can't keep a promise without spending a token, for example. If you play the Tastemaker and you don't have any tokens you can't keep a promise. So don't. The regular moves are "your normal bullshit". It's what you revert to. That tells you a lot about who the characters are.
* Dramatically, you want the strong moves to work out well for the characters and the weak moves to not work out well for the character. But the time loop means that the "real" impact to the decision only comes in the epilogue. So feel free to mess with them on the strong moves too in a way you wouldn't in another BOB game.
* The first loop is normal, the second is usually confusion, the third is where you panic and do a lot of loop oriented things. If the Loop hasn't gotten a good idea of what to do before the third loop, then they need to take a break and get a good idea. They can share it too.
* Don't rush through the epilogue because it's the end of the session. Give it plenty of room to breathe, it's the only time there are genuine consequences to anything that's happened in the game.
Good stuff, we really enjoyed it. Perhaps more comments to come!
Here are a few thoughts:
1 - Overall great job. I like that the computer feels like it's "just user friendly enough", with the unexplained blinking light next to things that are "new". You might actually enhance this by starting the game with some of the lights already blinking and turn them off as we explore.
2 - In the video sequence, you have to return to your guest several times to trigger the sequence proceeding, but there isn't a clear reason to. Perhaps you might include something in the report. "The next door neighbor said they heard them going in and out of the bathroom all night long" or something.
3 - In the 3D maze, you might make the photos from the photo viewer come up more often; you also might prompt to press escape to leave it behind. (I clicked a bunch, hit space bar, etc. but didn't think to use Escape as I never used it before.)
The sound in this game is great, the graphics are top tier. I especially love the deer picture. Felt really weird and creepy. All in all a really fun experience!