(no subject)
Jan. 31st, 2022 08:42 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Goodbyeeee January.
Today I made soup and a game.
Soup first. K. went to the store yesterday and asked if there was anything I needed and so I explained about the run on Campbell's chicken noodle soup ("soup for the very basic"), and while she couldn't find any in the store, she dug up a can from the back of her cupboard, and then said "I could make you chicken soup."
"I could make me chicken soup," I said. So I have.
Whenever I set out to make stew I get soup and whenever I set out to make soup I get stew and I don't know how this can still be true, but I have more or less made five cans of concentrate of my own and stuck them in the freezer.
Only I am now out of the Hawaiian Kitchen Goddess Dry Rub & Seasoning mix that I use for anything I want to taste Not Disappointing.
I used the last of the carrots that
jasmine_r_s sent, because I have the sort of friends who send you emergency carrots.
The game of course I didn't make only today -- I've been working on it for a few weeks and some folks have been kind enough to look at drafts.
The title I landed on is The Fledgling and the Vale.
It's a little queerer than the other games, which is pleasing.
The game jam challenge was to use works published in 1926 (coming out of copyright in the US this year). As some folks already know, I chose Sylvia Townsend Warner's Lolly Willowes, a deeply weird and enjoyable novella.
Lolly Willowes is often read as a queer text about found family and community. It’s also legible as a text of independence and empowerment without partnership, and of reconnection to the spirit of place. The game is meant to make all those directions possible.
F&V is the first extended two-player game I've made. It has a little bit of a card-game mechanic, in that you have a hand of two cards to choose from each time you play a prompt (a question you ask the other player). I started by using a full hand of cards, but that felt unwieldy, like you'd constantly be checking the card meanings, and two felt right. (I'm only guessing based on my solo playthroughs, of course.)
Tonight at midnight was the deadline for the game jam. It might do a little more molting, iterating the details a bit, before it feels completely itself, but I'm pretty happy with how far it got.
If you like two-player dialogic games about magic, community, place, and desire, it can be had for free or pay-what-you-choose here. There's a PDF and a plain version that is meant to be maximally accessible for screen readers.
Of course now I am excited about the next game, which uses still more card mechanics in a way I find entertaining.
On the itch.io analytics page, the first game you make shows up as bars of vivacious fuschia. Each game thereafter shifts one shade more purple. That means, with good fortune, one day I'll see the bars turn blue, and green, and so forth. I mean, if they use the whole spectrum. I'd like to see that rainbow as a sign of achievement.
{rf}
Today I made soup and a game.
Soup first. K. went to the store yesterday and asked if there was anything I needed and so I explained about the run on Campbell's chicken noodle soup ("soup for the very basic"), and while she couldn't find any in the store, she dug up a can from the back of her cupboard, and then said "I could make you chicken soup."
"I could make me chicken soup," I said. So I have.
Whenever I set out to make stew I get soup and whenever I set out to make soup I get stew and I don't know how this can still be true, but I have more or less made five cans of concentrate of my own and stuck them in the freezer.
Only I am now out of the Hawaiian Kitchen Goddess Dry Rub & Seasoning mix that I use for anything I want to taste Not Disappointing.
I used the last of the carrots that
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The game of course I didn't make only today -- I've been working on it for a few weeks and some folks have been kind enough to look at drafts.
The title I landed on is The Fledgling and the Vale.
It's a little queerer than the other games, which is pleasing.
The game jam challenge was to use works published in 1926 (coming out of copyright in the US this year). As some folks already know, I chose Sylvia Townsend Warner's Lolly Willowes, a deeply weird and enjoyable novella.
Lolly Willowes is often read as a queer text about found family and community. It’s also legible as a text of independence and empowerment without partnership, and of reconnection to the spirit of place. The game is meant to make all those directions possible.
F&V is the first extended two-player game I've made. It has a little bit of a card-game mechanic, in that you have a hand of two cards to choose from each time you play a prompt (a question you ask the other player). I started by using a full hand of cards, but that felt unwieldy, like you'd constantly be checking the card meanings, and two felt right. (I'm only guessing based on my solo playthroughs, of course.)
Tonight at midnight was the deadline for the game jam. It might do a little more molting, iterating the details a bit, before it feels completely itself, but I'm pretty happy with how far it got.
If you like two-player dialogic games about magic, community, place, and desire, it can be had for free or pay-what-you-choose here. There's a PDF and a plain version that is meant to be maximally accessible for screen readers.
Of course now I am excited about the next game, which uses still more card mechanics in a way I find entertaining.
On the itch.io analytics page, the first game you make shows up as bars of vivacious fuschia. Each game thereafter shifts one shade more purple. That means, with good fortune, one day I'll see the bars turn blue, and green, and so forth. I mean, if they use the whole spectrum. I'd like to see that rainbow as a sign of achievement.
{rf}
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Date: 2022-02-01 12:15 pm (UTC)no subject
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Date: 2022-02-01 08:03 pm (UTC)Yay for emergency carrots, and tasty food.
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Date: 2022-02-02 04:00 am (UTC)Me either! You should have seen me the first time I realized a game could be a list of questions *and that's it*.
I could never design something as intricate as D&D, but I can write a list of questions.