...my really, really bizarre game of "character creation."
I had a really great time writing this one - it was one of those times where it felt like the muses really were piping insanity directly into my head: the central concept just popped-up fully-formed the instant I read the topic "Ten Men Called Joe."
The central mechanic is a variant of Vincent Baker's "Otherkind Dice" (a link to his post can be found in JiTP) and it ended up working perfectly for pushing the idea that your particular Joe's priorities are decided by you from moment to moment.
The whole thing came out to be a question of what's worth what to you. Are you willing to push Joe Prime to insanity? Are you willing to push your own Joe that far? And what does "winning" really mean?
I'm normal one for traditional RPGs rather than indie story-telling games, but this one certainly intrigued me. Multiple-universes is always a good start. (I've also read "To Save Her" and Unicorn Jelly) You also get high marks for the art direction. Many games that have been in development for years lack any - while your 24 hour game has purpose made drawings.
One thing I'm curious about -- particularly Rob and Talath: is the game understandable at all? One problem I generally run into in my designs is over-complication. I spend a lot of time usually paring things down to a minimum, so I'm wondering how straight-forward the actual *gameplay* seems, no matter how insane the premise is.
Thanks again! I'm flipping through the other entires as I get a chance and I keep being amazed at what people can accomplish in 24 hours.
Yes, I do get it. I get it in the same way I get nonlinear feedback theory. As the ideas sink in, you're left with a stunned expression on your face. I'll do a nice review on it when we're judging as it's not fair to look too deeply.
I am glad you're enjoying the other entries. I'm with you, they're all superb. I even have a fond spot for those that haven't been finished, like Michelangelo's unfinished slaves.