I am now in process of further developing the game


I hail thee! The People of the Night!

I am writing this development log marking because I want to inform You all out there, where the game is at. I want to tell you, I am already furthering the game. Fiddling with ideas that make the game better. Writing text, sketching layout, and mapping ideas. I also have written already some more material.

I am happy that I was able to make at least, something for the Friday the 13th Game Jam. I wanted to make a great game during the jam but ended up publishing some kind of, want-to-be-a-game, that is really just in development -status. So basically the published game is only the first craft, shown in public.

I have already got some great game test feedback. Got some face-to-face conversations. Some on messenger. Some on WhatsApp. Some on Discord. And also through this amazing platform called Itch.io. I have to thank especially SquireWaldo, who I do not know personally, but who was so awesome that took the time to load, print, and try the game out. And provide me with feedback on his results. It is totally awesome to have a great well-written honest review of your game, from someone who has invested the time on to play it.

In its current state, the Every Day Can Be Your Happy Friday The 13th If Your (un)Lucky Enough, is a game, but it's also a total mess. As it is, it reminds me of many of those rough-edged indie RPGs that were published in the 1970s-1990s, before the buying public learned to ask more. Like, there is this idea (which varies from bad to genius!) and a concept that made you grab the product in the first place. But it just lacks the final execution. And it lacks material that really makes it a game, and not just an experimental concept or a draft.

Every Day Can Be Your yada dedy daa, is right now just a rough sketch, a zine full of ideas and a great concept. It has its great potential waiting, but it is not yet a game. You can play it, but you have to tweak it around and make more material for it. That is exactly what people did with the first Dangons 'n' Draconeians, or with Tunnels with Trollies or Laser Burn(marks), or with Gamma Wyrld. And it is in the Do It Yourself -spirit that is my thing and that is part of the game... BUT, and it is a Big BUT, I don't want to make nice people, especially beginning RPG enthusiasts, go through all that trouble. I feel the need, urge, and obligation to further develop this game to its further potential. I hope I can go through the hard stages of game development to reach the Full Potential of this game.

I am currently in process of making the second version of the game. Simply to provide more material for the players, so they can know how to play the game. And they can stop worrying and second-guessing.  To add some simple, clear, and maybe funny even, examples of how to use rules. To give some examples of how to make things happen in the gaming world and in the adventure that came with the game. 

I am also going to add some easy-enough-to-use and simplistic crafting rules to the game. After the writing process, there shall be rules for fixing stuff. So players know how they can try to fix their player character's shoes, by the written rules. For obvious reasons, I need to make Small Adventure have some more flesh on its bones. I'll be drawing a simple map(s) for it, too.

I am currently in the thinking process of do people need to have some kind of example characters, character form, or maybe a short list of gear to use in the game. And a short text about using the currency in the game? If you have anything to tell me about those things or any other thing about the game, feel free to write it/say it, to me. Especially, if it has something to do with anything, you think that, could make this game from the idea and concept that it is, to the fully fleshed and loved game that really is playable.

Youts Truly, Krisse Tuominen.

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