The GGJ Diversifier system is a system aimed at diversifying the games as well as providing motivation for experienced game jammers. In a sense, the diversifiers are a free-for-all voluntary list of secondary constraints, that the individual teams can choose to go for, or not, as they please.
As stated above, the diversifiers are absolutely voluntary, and no points are given for taking them. If you are a first time team of students, we recommend that you focus primarily on the overall constraint, and only add in extra diversifiers if you feel sure you will have something to hand in on sunday.
1. 1D
(Single-dimensional gameplay)
The game takes place along only a single dimension.
2. ASCII Art
(3D game… in text)
The game is rendered in 3d… but can only use ASCII text (no graphics code or libraries allowed).
3. Asymmetry
(Every player is different)
The game requires more than one player, but each player has entirely different goals and rules.
4. Collaborative Casual/Hardcore
(Two players: one casual, one hardcore)
Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).
5. Connectivity
(Two GGJ games that interact)
This game somehow interacts with at least one other group’s game.
6. Eyes Wide Shut
(No graphics)
The game has no graphics.
7. Followers
(Increasing number of NPCs follow you)
The game involves a growing number of autonomous non-player characters that are always following the player character’s position.
8. Good Vibrations
(Game contains haptic feedback)
Make a game where haptic feedback (e.g. rumble or force-feedback) is a key ingredient.
9. Kiloplayer
(1024 players or more at once)
The game supports 1024 players (or more) simultaneously.
10. Hive mind
(3+ players control the same avatar)
Player avatar is controlled simultaneously by 3 or more people. They don’t have to, but may, control the same aspect of the character.
11. I know what you did last…
(Game changes between sessions)
The game mechanics or content will change in the next play session, based on the actions taken in the previous session.
12. It’s Not Plagiarism, It’s Research
(Everything was taken from somewhere else)
Every part of the game (code, art, and sound) must be taken from public-domain or other open-source sources, not created on-site. You must cite all of your sources!
13. Scribbl’d
(All art is hand drawn)
All artwork is hand drawn and scanned in.
14. Swarm
(1000+ enemies in play at once)
The game is designed to have over 1000 enemies in play at once.
15. The Right Target Audience
(Programming during play)
The game involves the players actually programming while playing.