Theme

“Small World”

Everything takes place in a confined, tiny, or self-contained world. This could be literal—like life inside a terrarium, a bug colony, or a single room—or metaphorical, like being stuck in a routine or a miniature society where every action has oversized consequences. The challenge is to explore how limited space can shape mechanics, story, and design.

Examples

  • A puzzle game where you control creatures living in a drop of water.
  • A survival game on a single floating island, where resources loop and recycle.
  • A narrative about characters who can’t leave their little town, and how relationships evolve.
  • A platformer where the entire world fits on one screen, but keeps changing.

Tips

  • Scope tiny. Choose one core mechanic and build everything around it. If it doesn’t serve the loop, cut it.
  • Prototype first. Grey boxes, placeholder sprites, beeps for audio. Make it playable early before any polish.
  • Embrace chaos. Include at least one element the player can’t fully control (drift, misfires, unruly NPCs, etc.).
  • Daily checkpoint. End each day with a build you can run from scratch. No broken mains.
  • Cut aggressively. If you add something new, remove something else. Protect the core.
  • Juice pass, once. Add feedback (screenshake, pops, trails) after the core works.
  • Public reveal. Ship a short GIF or 30-sec video at the end—even if unfinished.