@fae-pdf Our games in the past have been smaller, and in fact it's funny because my #1 rule for Ludum Dare is "make it quick, easy-to-learn, and only using a deck of cards or a couple of dice or both." And then I break that rule every frickin time 🤣
I used to stress so much over getting ratings, but the more of these I do, the more I'm just really happy to make something and push myself.
Also omg the comments about our work are so frickin sweet! I dunno if you struggle with the same issue, but it feels like we can get sales and downloads but not comments. Not like... "hey, I liked this" or even "I like libraries and you made a game about books!" Angel and I were discussing that earlier today, actually. So to hear anything at all means SO much!!! 🧡 Also I played your entry and loved it, and went to search for you on Itch only to discover I was already following you. I'm not sure what got me to follow you, but I was blown away by the work you've created.
And it's funny, you mentioned the struggle specifically with solo games and... yeah. I don't know any long solo games, now that you mention it. I remember Rahdo doing a solo roll-and-write game (like "Hadrian's Crawl" or something?) and it was a much bigger, longer thing but even at an hour, it was considered long.
So yeah, I think going forward with this, I want it to be shorter, tighter, and more replayable. Capturing the "replayable" is gonna be the tough part with this core mechanic, but I have more than a weekend to figure it out now 🤣 Heck, writing this game took 60% of my time: it was ALL of Sunday and Monday for me to write the first draft, then convert it to Canva and add the art there and such. 😅
And yes, as you're actually a tabletop gamer, you're far more used to these types of rules and running analog things yourself vs people who never play them. LOL that's very fair. But still, someone who plays a lot of tabletop stuff would be familiar with major flaws in the rules, so I still take it as a win 🥳
It's funny you mention the printed sheets; Angel mentioned it as the first post-LD addition. Like a sheet where you write your scores, it shows you the # of days and what your special abilities are that chapter, etc. And her first idea was to pull the card from the deck! In fact, it was really cool doing that because if, say, you pull a valuable diamond as a relic and hold onto it, you can't draw it again, and the odds of good cards goes down.
And I totally get that contradiction too. I LOVE engine-building games, but I also love super quick, push-your-luck stuff like Can't Stop. We generally play light/medium games, like... Gizmos is great, the Fallout Shelter game is far better than expected (and I LOVE Fallout), etc. We've played some Gloomhaven, so we can handle heavy, but it's such a chore to set up and dedicate time (we live with her fam and get interrupted a lot lol).
PLEASE let me know any ideas you might have with your ideas if you try the game out! I'll gladly credit you on the game too if we do stuff with your ideas. I do absolutely agree, all around though, on taking all of this and squishing it down into something tighter, smaller, and quicker.
I think when I was making this in Canva, I went thoroughly through and changed the beginning and a lot of the like... first few chapters around. The original story had literally nothing about the customers, and I was like "but you're a SHOPKEEPER?!?!" But as I went, time got tighter and tighter, and I changed nothing with the later parts. In fact, the "give into temptation" ending went WAY off the rails and kinda defeats the whole narrative I ended up with: that all of this was about you. There are no other shadow creatures, the shadow was just your conscience, and over time it turns into an encouragement. Like the angel and demon on your shoulders, but they look identical clad in darkness. It tries to scare you away to keep you from the temptation. Having a whole cadre of the seven deadly sins around you is SUCH a departure from that and it's the #1 thing I'm changing when I work on t