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58 results found for "zimo26"
- ZiMo23 Interview: Urania Games
Kyle Tam, publishing as Urania Games, is itchfunding her project Hit the Road, Jack. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Hit the Road, Jack is a solo/duet game about the relationship between the chaser and the chased. It's a journaling game which asks you to think back about the events that brought you to the road. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: This is my second ZiMo project! This time around I'm not doing substantial writer/creator stretch goals, in part because I believe the game is text complete as is. I'll also be doing what we call "longfunding" - giving the game a year or longer to raise funds. This makes the process much less time-stressful for me, though funds will still very much go towards active development! Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: What's really exciting to me about the project is that it takes the base of Long Haul 1983, which is usually a solitary affair, and uses it to create a cat and mouse chase. The duet mode allows you to create an interconnected story of two solitary figures coming to the climax of their journeys. In a small note, it also makes use of tarot cards that are both upright and reversed, which I haven't seen in other games yet!
- ZiMo23 Interview: Craig (whodo_voodoo)
Craig (also known as whodo_voodoo) is raising funds for Hopes and Dreams of the Orbital Bound. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Hopes and Dreams of the Orbital Bound is a slice of life RPG about normal, everyday life when you just happen to live on a gigantic alien space station. It's a game about how life in space can become mundane, or even boring, until something goes wrong and events take a turn for the dramatic. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: This will be my third crowdfunding experience as part of Zine Month, having run campaigns for Project Cassandra in 2021 and Signal to Noise in 2022. Each campaign has been a massive learning experience, in terms of marketing, logistics and just how to produce a game that people are interested in. The big difference with my new campaign is the level of completeness. My previous campaigns were feature complete and 90% written at the point I ran the campaign whereas this year I am in the position of only having a working draft of the rules to present with the aim of doing the bulk of the writing over the coming months. As a small creator with a relatively small audience it is a big risk to be taking as it limits how much of the game I can present during the campaign but it's also important because Hopes and Dreams of the Orbital Bound is going to be foundational to the space opera setting that it is set in. Because of that I want to provide backers a chance to shape the setting while everything is still open and malleable while also teasing elements that might not fully be revealed until much later. It's going to be tricky to balance all that and without the experience of running the previous two campaigns I don't think I could manage it. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: I continued developing the setting with Rock Hoppers and The Kandhara Contraband but Hopes and Dreams of the Orbital Bound is the first to focus directly on the vast Arrays, the space stations that humanity discovered in Tau Ceti and now call home. My long term goal is for the game to serve as a cornerstone of the wider setting, allowing players to build a core community over time that will develop over time and that can be incorporated into sessions of future games that I've yet to write. For example I have plans for a mystery/investigation game where players will explore the mega-structures and try to reveal clues about their origin but return to a home base between missions. Placing that base within the community created while playing Hopes and Dreams of the Orbital offers the opportunity for it to feel more alive and to have a range of established and fleshed out characters who have their own goals that will drive the interactions. Characters may even start in one game before moving on to another, developing in unexpected ways as they live out their lives in the shadow of the Arrays.
- ZiMo23 Interview: Rori Montford
Rori Montford is another creator using Crowdfundr for their zine project, Dead Letter Society. her website can be found here. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Dead Letter Society is a 1-2 player, GM-less, epistolary and journaling game where you play as vampires communicating via a secret society. You write to each other, develop and forfeit assets, and delve into the story that emerges from your letters and tarot driven, intention-based, journaling prompts. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: This is my first ZineMonth project, in fact it’s my first indie ttrpg! As I said during my introduction, I started writing and drawing for ttrpg’s in August 2021. I took the plunge with the Storytelling Collectives “Write Your First Adventure” workshop, and made an adventure for D&D 5e (The Traveling Salesman, DMs Guild). The first few months of freelancing in ttrpg-space were an eye-opening whirlwind. Zine Month 2022, and the fallout with Zine Quest being moved to the summer, happened as I was starting to discover *so many indie games* that had otherwise passed me by. I saw so many wonderful games and game supplements in that February that I really wanted to try it for myself. When the idea behind Dead Letter Society popped into my head in September 2022 (“what if: vampire pen pals?”) I knew it was going to be an achievable thing to put together myself for Zine Month 2023. I *had* been toying with another game idea over the summer months, but that one is a little bit bigger than Dead Letter Society–I simply wasn’t going to finish it in time, so that one’s now on the back burner until Dead Letter Society has met the world. Thanks to the ttrpg community I’ve gotten to do a lot of writing for 3rd party supplements, and illustrations for them also. The support I’ve had is what really gave me the confidence to go for it. I honestly don’t know if "the me of pre-August 2021" could imagine that I’m actually giving this a shot! Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: Personally, I think Dead Letter Society (DLS) is unique in a few different ways. However, the one that I’m most excited to see put to use is the way the journaling prompts work. I’ve played many journaling games and *really* enjoyed reacting to the way the story prompts evolve. I’ve taken that a step further for DLS, as you can choose something that interests you in what’s happening and purposefully pursue it. Journaling prompts work by you stating your intention–for example, if a letter from your fellow vampire mentions shady dealings at a Big Company, you might state the intention: “I want to investigate Big Company. I think I know a guy who knows a guy. How does our meeting go?” Then you draw a tarot card to determine the journal prompt, and interpret how it works with your intention. Furthermore, the journal prompts offer a choice of interactions with the assets your vampire has which, in turn, can lead to some very difficult decisions. Do you sacrifice an ally to get the information you need, or do you find the *best* hunting spot you’ve ever seen (they are vampires, after all!). Oh, and the world building, I’m also really excited about the world building! But you said just one, so I’ll leave that for another time. :)
- ZiMo23 Interview: Singing Flame
Vasili Kaliman of Singing Flame is Kickstarting the third issue of Aquilus, his zine focusing on old-school gaming and weird fantasy. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: This year we’re running a campaign for Aquilus Issue #3, our RPG zine that combines elements of weird fantasy and old-school gaming. This issue offers a wealth of resources to make your gaming sessions even weirder. Within its pages, you'll find a range of fantasy concepts sure to push the boundaries of your imagination. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: This is our second project on ZineQuest. In 2022 we released DNGN Issue #1. The biggest learning curve was that you should give yourself more time than you think for extra art commissions. Also factor in the costs posting rewards out to your backers. Aside from the actual postage costs, there’s packing materials to take into consideration. Also, make sure you have as much of the project completed (like writing and editing) before you do you campaign finding. I have found that the last 10% of the writing, editing, and revisions takes as long as the first 90%. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: We’re excited that this is the first issue of Aquilus will contain originally commissioned art. The first two issues relied on public domain art. In issue #3, we already have new art competed by Stefan Poag, Andrew Walter, and Hurago - and there will hopefully be more artists we get on board as we his stretch goals.
- ZiMo21 Interview: Tanuki Games
The collective known as Tanuki Games is raising funds for their project Four Kingdoms: A Map drawing and Storytelling TTRPG. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Four Kingdom's is a GM-less, drawing and storytelling role-play experience! At the end of a 2-3 hour game of Four Kingdoms you will have told the epic story of four magical kingdoms, the characters that live there and a map - an artistic artifact - that serves as a record of that story. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: It is our first ZineMonth. We are four Europeans and Americans living in Japan. We self published this game in Japanese 2021 and have taken it to the last three Tokyo Game Marts. We had no idea what to expect but the game was well received and we have been to all Tokyo Game Marts subsequently. We hope that ZineMonth will be the right platform to get this game out to a wider audience of RPG fans. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: I think this game takes the Map Drawing genre to an interesting new space and asks players to consider the question of what gets to stay on a map and how does that shape the future. Because the game takes place over an extended in-game period of time geographies change as do centers of importance. The game evolves quite dramatically with everything that people decide to add to the map. The game is also just a blast to play. The worlds that get created because of the exciting interactions the happen between the often widely different kingdoms mean the stories are always unique.
- ZiMo23 Interview: Marco Serrano
Marco Serrano, writing under the Spicy Tuna RPG imprint, is raising funds for A Butterfly Dies. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: A Butterfly Dies is a zine compatible with Primal Quest placed in a fantastical prehistoric Michoacan along the volcanic mountainside of the oyamel forest where monarch butterflies overwinter today. Events move forward regardless of player interaction and players can choose to engage with the local tensions or keep their distance while exploring the rich mountainside inhabited by megafauna, dinosaurs, and alien entities. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: We launched two Mothership-compatible zines during the first ZineMonth last year, Knights of Lazarus and Familiar Faces Vol.1. This is the first Primal Quest compatible zine we are launching and one of the biggest takeaways from past crowdfunding experience is making sure we have a clean, decorated, and concise KS page. People are sifting through a ton of project pages during these events. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: The adventure is inspired by Mexican myths, Jose Clemente Orozco’s mural “Man of Fire”, and stylistically by the Mexican Muralist Movement. It explores the concepts of renewal, cyclical time, and destruction as a means for rebirth in an alternative mythos set in Mexico. I've been enamored with the Mexican realists' style and murals for a good decade and have been working on incorporating both style and concepts from Mexican traditions, myths, and movements for almost two years. I'm most excited about showcasing a slice of Mexican history in the TTRPG space.
- ZiMo23 Interview: Armanda Haller
This is a project I've been looking forward to. Armanda Haller is raising funds for the cleverly named Grandmothership. This is one of the projects using Crowdfundr, and is running through February 24th. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: GRANDMOTHERSHIP is a TTRPG for 2-4 players and 1 GM about space, horror, and senior ladies piecing together a mystery and without physical confrontation. Get in trouble, crochet a new scarf, go ballroom dancing, and find solutions where everyone else has failed. It's a game designed to be played as one-shot sessions inspired by Honey Heist, Brindlewood Bay, and Mothership, taking some tools and vibes from all those games. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: It is! I decided to do this because there's more availability in terms of platforms to support our games. I'm from the Global South, and traditional tools for us were not available to be used, complicated, or they were expensive. This year with Crowdfundr being there and partnering with ZiMo, it was much more accessible. This is my first time being able to crowdfund a project I make so I'm nervous and happy simultaneously. I've used itchfunding in the past, but that's something we, the creators, have built in some way to sort out a need that the community has, it needs to be built to be sustainable. So finding a platform that can work with more of us it feels like a thing to behold and support, in my opinion. I'm thrilled, and I hope to learn a lot from this process. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: To be honest, the thing I'm most excited about is being able to do a game that could imply a certain amount of violence but that has no way to support it directly through its rules. The game is about senior ladies in space, doing dangerous things and solving mysteries, but it would be weird if they were fighting aliens, so they have their classes, their loadouts, but nothing in there has HP, for example. So the game goes to a much more narrative road. Still, you have something that you can work out, a creative GM can build whatever with the simple rules found in the game. And also, Plus One Exp will be helping me out with fulfillment, so this will be my first project that is printed and delivered worldwide. Having the possibility to print our projects is another thing that makes a lot of difference for crowdfunding campaigns. Also, getting to work with a lot of people I admire it's something I love! Not being able to crowdfund projects before turns you into a jack of all trades, and you learn to do stuff on your own cause it's the only way to make your projects real. But now, I'm working with a lot of cool people I always wanted to work with: Jean Verne for the layout, and I have commissioned an awesome cover art to Ewerton Lua, as well as black and white interior art pieces to Lucas Rolim, I have invited writers such as Amanda P, Andrew Boyd, Kyle Tam, and Dana Pena, Hipólita will do the editing, and hopefully, we get to do a fantastic character sheet that Sin Posadas will design. It's a serious project, and I put together a wonderful team. And, last but not least, I hope we reach to the end of the stretch goals cause if that's the case, I'm doing a solo version of the game! Which is something I look forward.
- ZiMo23 Interview: Joseph Chambers
Joseph Chambers is raising funds for Wældæg on Kickstarter. You can find other projects by them on itch. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Wældæg is a micro-setting zine about dark age explorers sailing North, passed a melting glacier and into a misty sea filled with strange archipelagos. The islands are littered with strange creatures and the ruins of an advanced and ancient civilization. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: I've done one before. What I've learned from the last one is to tidy up layout a bit. I had a lot of whitespace in the last project, which left a lot of space to be used. I'm trying to put more content in this one and really striving to have a little less (but not too much less haha) white space. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: I'm excited for the biomechanical grafts and additions the characters can receive from the alchemical/surgical laboratories left over by the ancient civilization referred to only as the First. The idea of an anglo-saxon stumbling around with a biomechanical gun-arm that spits bloodied bits of bone harvested from their own body is neat to me and I'm excited to see if other people might think it is too!
- ZiMo23 Interview: Sean McClellan
Sean McClellan, publishing as Mac, is raising funds on itch for Bullets and Bourbon. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Bullets & Bourbon: Reloaded is a card-based RPG that takes place in the Wild West inspired by classic Spaghetti Westerns and games like the Red Dead series. The core mechanic is "the Challenge" where players risk their attributes to play cards against the Dealer (GM) and whoever gets the highest value of their cards wins. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: It's actually a little bit of A and a little bit of B. Last year I co-created NUKED! A Radioactive Knave Hack with my friend and collaborator T. Thomas Giant (a.k.a. NondairyGiant). We had devised the rules together, but since I had done most of the actual writing (which is to say I did most of the typing, not that I created the whole game myself!) and Giant was more active on social media and in the various RPG Discords he handled the itch page. I designed and wrote Bullets & Bourbon on my own, so this year I'm also managing my own itch page, which has been an adventure. I used Kickstarter to fund Rangers of the Midden Vale (my first project), but a lot of indie designers are trying to move away from that platform, so I figured I'd give a solo itch campaign a shot. The interface overall is pretty straightforward, but there were a few items that I couldn't make heads or tails of on my own. Fortunately the Zine Month Discord has a lot of great people willing to help bumbling fools such as myself and I was able to get everything sorted out. I was also able to collaborate with some of my favorite artists from previous projects - HodagRPG, James Windsor-Smith, and PerplexingRuins - while also teaming up with a new artist - Francesco Accordi - who actually found out about one of my previous games and reached out to me about working together on whatever I had coming up in my pipeline, which just so happened to be B&B. Each of them has such a unique style that manages to capture the vibes of B&B in their own way! Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: Honestly the overall resolution system is what I'm the most excited about. I had originally conceived Bullets & Bourbon as a Lasers & Feelings hack but with cards instead of dice. Over time I kept working at it until I had something a bit more robust while not getting overly complicated. Essentially each time a player wants to do something dangerous they have to make a wager, essentially putting their physical and mental wellbeing on the line. The more a player is willing to wager, the more cards they can play out of their deck. Once wagers are made, everyone plays cards and counts up the totals (kind of like in War!). Face cards were tough to sort out (since making them "10s" would skew the random chance), but with the help of a friend I was able to devise what I think is a pretty elegant solution that adds a level of "storytelling RPG" elements to the game. I don't want to spoil anything more!
- ZiMo23 Interview: Billy Blue
Billy Blue, best known for his artwork, is raising funds for TLD RPG. You can see his portfolio here. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: TLD RPG is a Classless, rules – light game with easy character customization, low crunch, and bad ass art. You don’t have time to waste on game night and TLD knows it. Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: I am an RPG illustrator and have been fortunate enough to work on many really fun projects but this is my first published project of my own. I am inspired by the great community that exists in TTRPGs. It is really supportive of new ideas, which is great because I have a ton of them! Like many people I started with dnd and then branched out to other titles. Particularly the OSR, NSR, rules light crowd. I love the collaborative nature of RPGs, and that you can be anything you want. In designing my own game I’m striving for something that is fun, flexible, ad approachable. to that end, im making a game that is perfect for carrying to your friends house, with minimal setup or equipment needed. My goal is to cut out the fluff and get yo to the action quickly. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: The point of TLD is to condense the more voluminous games that we are all used to into a lean, mean system that is easy to pick up and play but still has a feeling of customization and depth. This is my attempt to “summarize” the RPG experience we all love with a focus on collaborative fun. This is the version of gaming that gets right to the point, hence the name TLD RPG which is a play on the acronym Tl;dr (too long; didn’t read)
- ZiMo23 Interview: Dinoberry Press
Dinoberry Press is Nevyn Holmes and Julie-Anne "JAM" Muñoz. They are raising money for Dinocar on Crowdfundr. Their last release was Justicar, which you can buy here. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: Dinocar is an all-ages, collaborative & chaotic art-making game about city planning in a world where dinosaurs drive cars. Players use any kind of art supplies they want, plus stickers and tape, to map out a chunk of a world and then drive all over it to create a unique piece of abstract art! Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: This is our first ZiMo project, but we did Zine Quest a couple years ago and have run a few crowdfunding projects. This year, we're aiming to keep things small while still bringing in a few great artists to add some extra spice to the game. The biggest thing we've learned, and are still learning, is scope management. It's something that gets away from a lot of creators, and something we've had to get a handle on the hard way. It can be pretty tough to temper your excitement for a project and keep things focused, especially with an event like Zine Month, that is best fit for smaller projects. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: Like a couple of our other ideas, the idea for Dinocar came from a joke! As we kept working on the idea, it came together really well and we found something super fun. The biggest thing we want people to walk away from Dinocar with is the believe that anyone can mark art, and that making art is fun-- especially with friends!
- ZiMo23 Interview: Nico MacDougall
Nico MacDougall is raising money for the River Spirit, a solo journaling game. The project is raising money on Crowdfundr, but you can also find their other works on itch. Q: Easy question first: Give us the elevator pitch of your project. Tell us about it in two sentences or less. A: The River Spirit is a guidebook for a solo journaling experience that uses a deck of cards to help you create memories of your hometown and the community found there, only to remix them into new stories and eventually sacrifice those memories for the greater good. What are you willing to sacrifice for your hometown, and will it be enough? Q: Is this your first ZineMonth project or have you done it before? If it's your first, talk a bit about what inspired you to give it a shot this year. If you've done it before, what's something you've learned from previous crowdfunding projects that you may be doing differently this time, or, if you're not doing anything differently, talk a bit about your previous projects. A: This is my first ZineMonth project and only the second time I've ever even been aware of ZineQuest/ZineMonth happening. Last year when Kickstarter made the...interesting decision to move ZineQuest was my first introduction to this particular part of the indie scene. I backed a few projects last year and was really impressed by the creativity on display. Fast forward to about a month ago and I saw a video from Plus One Exp called "What's going on with ZiMo 2023" that detailed the plans for this February, and suddenly a few things clicked for me. First, the video (and the several other workshops from last year's ZiMo) made it all really approachable and accessible, like it was something that I could actually achieve. Second, there was this game that I had been tooling around with off and on for several years but just couldn't seem to fully finish that would be perfect to finish polishing up before this February. These two things together made me decide that this was the time to actually take one of my perpetually in-progress projects and actually finish it. A big part of embarking on ZiMo 2023 is just the desire to make something and put it out there for people to enjoy. Q: Finally, tell us something about your current project that really excites you but the average backer may not be aware of. Maybe a twist to an old trope, a new way of presenting something, or maybe just something you've never tried before that you're using this as an opportunity to try out. A: Something that I'm really excited about is the ending phase of this game where you start to destroy everything that you've done up to that point. To save your hometown and end the drought, you have to make a sacrifice to the River Spirit in the form of your memories. You do this by dripping water on the entries that you've written over the course of the game and then removing those wet parts of the page. I don't give much guidance beyond that, so players can target specific entries or drip randomly, do it all on one page or try to spread it out. It's completely up to them, but at the end of the game they'll have this artifact of play that has been permanently altered by the process of playing. You could come back to this journal later on and read these destroyed entries and maybe half remember what it was that you took out, or you might find that you've completely forgotten, and I think that's a really cool and completely unpredictable experience that you'll get from this game.
