This game is amazing ! The design of the document is gorgeous ! Good job :) There is one thing that eludes me... The Day Markers. I understand they are the resources that you could not get in Act 1. But why draw from that pile in Act 3 ? What happens when you run out of Day Markers ? Are you safe if you're still alive ?
First of all, thanks! I loved working on SPARED and I got to put my creativity into the design - and it is always great to hear people like it.
Now to your question: The Day Markers are simply that: markers for each day. When I wrote the game and playtested, pulling out random sticks an putting them onto my desk in front of me helped me visualize the days passing and what agony being stranded in a tiny dinghy on the big ocean must be: the more days pass, the more sticks you see in front of you. This helped me journal and move the game along. It also helped me keep track a bit of where I was in the game. Sometimes I get lost journaling even in a game I create.
If you run out of markers and are still alive, you could decide for yourself if this is a good omen or a bad omen. By this point the days have blended into each other and are just indistinguishable. Either way, you have played for quite some time and probably know your character very well at this point in your story. Make a judgement call and either continue playing or bring the journal to a fitting end.
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This game is amazing ! The design of the document is gorgeous ! Good job :)
There is one thing that eludes me... The Day Markers. I understand they are the resources that you could not get in Act 1. But why draw from that pile in Act 3 ? What happens when you run out of Day Markers ? Are you safe if you're still alive ?
Hi Emilie!
First of all, thanks! I loved working on SPARED and I got to put my creativity into the design - and it is always great to hear people like it.
Now to your question: The Day Markers are simply that: markers for each day. When I wrote the game and playtested, pulling out random sticks an putting them onto my desk in front of me helped me visualize the days passing and what agony being stranded in a tiny dinghy on the big ocean must be: the more days pass, the more sticks you see in front of you. This helped me journal and move the game along. It also helped me keep track a bit of where I was in the game. Sometimes I get lost journaling even in a game I create.
If you run out of markers and are still alive, you could decide for yourself if this is a good omen or a bad omen. By this point the days have blended into each other and are just indistinguishable. Either way, you have played for quite some time and probably know your character very well at this point in your story. Make a judgement call and either continue playing or bring the journal to a fitting end.