Last weekend was Global Game Jam, which very quickly became my favourite event in the game dev calendar. I’ve done Ludum Dare a couple of times and a few local site jams, but the sheer scale of GGJ – the feeling of being part of something so huge on an international level – was just amazing! Thank you to Jo for organising our local site and providing so many good vibes over the weekend (also thanks to Brighton Uni for providing pizzas!).
The game that my team made was called Dances With The Elder Gods. Take a look through the link or watch this gif!
The game is a mash up of two styles: Dance Dance Revolution and Mastermind. Players must find the correct combination of dance moves to please the elder god, alternately inputting guesses and watching the dancers to get feedback on their guess. It is a game of memory, ritual and watching cute characters get smooshed.
My wonderful team mate Joel beat me to the write up of the game, so I thought that for my blog post on the topic I’d focus a little more on the concept of our game and how we tried to make it fit into the jam’s theme of ritual.
The ideas forming stage is perhaps the best part of any game jam. The freedom to create ANYTHING you want, no constraints, just a spark of inspiration and a notepad soaked with ink. It’s easy to dream big, run with ideas as they come and discard them just as quickly. For me, the creative process is one of subtraction, not addition, so starting with big ideas and then refining is my favourite way to design. This jam has a theme, however. The theme of ritual.
We discussed many forms of ritual, from voodoo ceremony to superstition. I even drew this venn diagram to argue how closely linked superstition and ritual are!
— Michael Bowerman (@Mikey_PB) January 30, 2016
The key ideas that we returned to over the course of our discussion were those of repetition and consequence. We talked about how ideas can be passed from person to person, through social compliance and tradition. We realised that this would be a great way to represent the theme in gameplay, a ritual being passed down and iterated upon. Originally esoteric comments and suggestions got condensed into more solid sounding gameplay mechanics until we realized that we’d just designed Mastermind.
The other thread that the ideas stage revolved around was that of ritual dance. Making a dancing game would be really cool, following the instructions of the ritual. Sticking these ideas together, a dance game where you must find the correct dance through deduction, was the idea that won the day. Perform a dance and then get feedback: ritual appears in the gameplay as players repeat moves (e.g. move 4 is always →). Rituals also spread amongst the players when played in multiplayer — as players copy each other, rituals are formed.
An early concept for the game had the dance and feedback given in real time, with moves having to be input on the beat, but this idea was still slightly nebulous. Condensing ideas to the scope of a weekend jam, compromises had to be made! With such a short amount of time to test gameplay and with player attention so short (assuming an audience of people browsing the jam website), the clearer we could make the game, the better. Likewise went our idea for a cooperative win condition where local players must decipher and pass the ritual amongst their group to please the Elder God, the game ending with all the dancers performing in sync.
See you at the next jam!