Now that the game jam is coming to a close (check out the submissions here) I wanted to go a bit into how mine worked and reflect on some of the challenges making my game, Tachygram. If you haven't played it yet, I encourage you to give it a shot! I'll be getting into spoilers later on.
Tachygram as a game on cohost was something that came from both watching how people were creating what are effectively magic posts using pure CSS (something I didn't have much experience with) and thinking about how the structure of public drafts, comments and reposting made sense as an interactive fiction told by the characters (Hypnospace Outlaw being a prime example). In fact, public drafts alone made me think of Hypercard stacks, which would have slides that could be filled with animations and a web of connections that linked slides to one another (think games like The Manhole). There felt like there was something there!
