Tried and True Familiarity is about friends catching up with each other after they've lost touch, with a card-drawing mechanic that determines both what questions you ask the other, and who gets to speak first. These draws also control the pace of the game and lead to some unique moments (for example when cards of the same value are drawn); in short, it is proof that with a very simple idea, you can play with complex moments and emotions in a very effective way. A brilliant example of game-design!
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Tried and True Familiarity is about friends catching up with each other after they've lost touch, with a card-drawing mechanic that determines both what questions you ask the other, and who gets to speak first. These draws also control the pace of the game and lead to some unique moments (for example when cards of the same value are drawn); in short, it is proof that with a very simple idea, you can play with complex moments and emotions in a very effective way. A brilliant example of game-design!
Thank you for the kind words!