Rorschach Combat System (RCS)

To us the theme centres around projection, and how the player projects their sense of self. We experimented with using Rorschach inkblots as NPCs in a game world, allowing the player to decide for themselves whether the inkblots were friend of foe, but no solid gameplay emerged. After some experimentation we decided to build a chess-like game, where players attribute set roles to procedurally generated inkblots. They must decide on reasons for the attribution, and remembering which inkblots correspond to the roles is essential. The game is local multiplayer, each player has five characters with the set roles. They take turns to move them on a chess-like board, and can additionally use each roles special power. These powers can easily win the game, but have the huge disadvantage of exposing the inkblot in question, making it easier for their opponent to find and destroy the "king" character. The player both struggle to remember the abilities of their characters, and work out which inkblots their opponent would have assigned to the available roles. These assessments are highly informed by the players personality, creativity and tactical awareness. We didn't quite get this game finished, but we'll work on it in the future. We'd like to try a web based version and I'm desperate to build a board game out of it - if I do, expect it to either have a huge stack of pre-printed inkblots, or a small thermal printer and microcontroller solution!
Jam year: 
I am who I want to be
Can You Come And Play?
Back to the 1885
MS Windows
Technology Notes: 
Built with C++ and SDL. Uses keyboard input. Runs fullscreen at 1136x720 resolution. Keyboard controls are simple keybindings (6 keys per player, 2 players). Usability notes: The game has no timed actions and uses simple controls and could be mapped to controllers built for physically disabled individuals. The game has audio, but none of it is necessary to play the game and would be suitable for the hearing impaired. The game requires the user to be able to discern visual patterns, but in-game colours could be changed for colour-blind players. The game could absolutely be built as a board game, and could (theoretically) have been built as such in 1885!).
Installation Instructions: 

No executable yet as team has been seperated after venue close. Fingers crossed we'll be able to submit! In future please find the game here:


Game Design - Aaron Dron

Gameplay Programming - Gordon Brown

Additional Programming - Aidan Dodds

Art - No one wants to take credit for it, lets just pretend you didn't see it.

Runner - Gareth Edwards

Game Stills: