Defining the Room


This entry outlines the conceptual framework driving my anonymous submission for the current game jam.

The decision to participate anonymously is simple: recent drama with previous collaborators makes association imprudent.

Leader—I used to credit everyone plus pets in our process. Exposed attributional asymmetry births new object: complete project—alone.

The theme, “one room,” is common in game jams (remember LD37? Walkie Talkie? Overrated. Not a fan of Linssen—super nerd, makes me cringe). To proceed, I needed an exact definition of a room. The following constraints guided it:

Room Rules

  • Walls: Without enclosing walls, it isn’t a room.

  • One Perimeter: A single, unbroken exterior defines the room’s form. No secondary structures.

  • Pure Shell & Continuity: The uninterrupted outer shell defines its identity. Internal walls or doors erase singularity, and the interior must remain a single, unbroken volume—horizontally and vertically—with equal access to all points.

In the competitive spirit of the jam, any submission disregarding these constraints should be considered a default loser!

The game description will remain confidential for now. However, a partial thematic outline is appropriate:

  • Eco — the soul

  • Pompa — the guide

  • Heck — the place

  • Incremental — the genre

Signed,
@tormenting

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