[ Emotions Central Machine ] by Felipe Raizor , its a board game that show us How - What - Why we feel about things in a whole new Day, and all those complex emotional-sensitive processes that rule us.
_ Players play as themselves following day cycles. Sorting-confronting different events as opponents. Balancing and developing their Ideal Lifes with features, incentives and better moments.
. . . . . . . . . . . About Game : One or Two players draw cards from game board and experiment Life on different events and variants that could make bad/good moments, nasty, exciting or a terrific new Day in just 12 phases. >> Players then take hard decisions about what happen to them and how to confront these 12 daily events with many 'counter responses' and 'pro buffs' as some resources. ---- There are more than 144 positive-negative external factors to deal with, affecting our way of living moments throughout the day. >> Different sensors-receptors with specialized departments as Filters deal with these random inputs and various stimuli sensations ; events, circumstances, diverse problems, issues that generate responses and feelings as results : sadness, fear, anxiety, stress, anger, excitement, relaxation, love and affection, etc.. among other examples as questions & thoughts. ---- Depending of those, HEART react in less / more pulse and feel less / more impact to something special, giving a meaning to it, and letting us making better / worst decisions.
- - - [ Emotions Central Machine ] its a didactic game of what happen to us, what drive us and the internal processes that could make us + alive, energetic, enthusiastic and active.. and of course the negatives aspects too . Its about everything that call our attention on every single instant in life. - - - » Its a game about Resiliences, Inner Strenghts, Emotional Survivalence VS. the ' Unknown ' circumstances of that strange randomness of life « . . . . . . . . . . . About Designer : Once again Felipe Raizor dares to explore unreviewed areas of psychology and physiology showing us interesting complex systems on a game, as a conscient intention to make something intrincate and not too entertaining in a short jam . [ Emotions Central Machine ] could be too ambitious and impossible to make in 48 hours, yes, but too necessary to add miscellany and range to the entire result of games made on GGJ13.