Devlog #2: A question of philosophy
I'm interested in the ways that this game's rules are expressive of a world view, of a philosophy. In part, I want things that normally seem like a drag in commuting to be aligned with the good. What's weird is helpful. What's inoffensive and normal is potentially malignant. I want to invert the vibes.
I'm not sure how successful this is, but at this point I'm not happy with this bonus.
Panhandlers, Performers, Vendors, Vagrants: These energetic beings are trying to connect with other people, so their energy burns especially bright, at 10 points (counted across the knuckles of both hands). They absorb the F.O.E.s’ attention for as long as they’re active and nearby. If the F.O.E. vampires them completely, it returns to its original target instead of making the Panhandler, Performer, Vendor, or Vagrant into a F.O.E.
I like that they're special, I'm not a huge fan of the fact that the idea is for them to tank and absorb "damage" rather than buffing the player or hindering the F.O.E.s. Not sure how to fix this yet.
Get COMMUTER COMBAT
COMMUTER COMBAT
As a F.R.E.N.D., defend your fellow commuters from energy vampire F.O.E.s.
| Status | In development |
| Category | Physical game |
| Author | Gowanusaurus Rex |
| Tags | bus, chorrijuegojam, chorrijuegos, commute, LARP, minimalistjam, subway, Tabletop role-playing game |
More posts
- Devlog #1: 9 to 5 (Launch and playtest)13 days ago
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