If we're serious about doing a competition in November, it's definitely time to get a theme picked for the competition!
Here's the list we had from last time, minus the asymmetry theme that we actually went with. If you like any of these or dislike any of these, it's time to vote! But also, if you want to throw any additional ideas into the mix, please post them and I'll get them added to this main list at the top.
1. Circles, Arcs, and Curves. In one form or fashion, your game includes circles, arcs, curves, ellipses, spheres, etc. This may be a circular playing area, things that travel in circles, circular playing pieces, or something else. Just something that isn't a straight line as an important piece of the game.
2. Choices. Some aspect of the game involves choice, whether it be in playstyle, in story progression, or purely visual appearance.
3. The Button. Perhaps your game is a one-button game. (Making a game where you've only got one button is an interesting thought to begin with.) Maybe the game controls a ship, and all you can do is choose when to fire. Maybe you have lots of buttons, but one that does something spectacular. Maybe it's a trivia game or a reflex game where it takes skill to push the button at just the right time to beat your competition. Maybe it's a thematic/storytelling element with a button that detonates a nuclear weapon. Whatever it is, somehow a button is key.
4. Overkill. Have something happen that is overkill for what it intends to accomplish. Like using a nuclear bomb on an ant, putting a gallon of hot sauce on salad, slicing a man into hundreds of pieces when just one or two slices would have been plenty.
5. Alternate. This word has two meanings. First, to switch back and forth between two (or more) things. Second, a substitute or backup. This could be like switching between characters in Donkey Kong Country, blue and orange portals in Portal, Player 1 and Player 2 taking turns like in many classic arcade games, alternative paths through the game like Castlevania, or alternate endings. This is admittedly somewhat closely related to the Choices theme, but I think there are enough differences that it will inspire a different set of game ideas.
6. Change. Something (or things) in your game is in constant flux that affects how you play or needs to be taken into account when playing. In a stealth game, this could be enemy guards going through periods of extra attentiveness or incredible inattentiveness that may need to be waited for before moving, or in an action game, the final boss' shield constantly changes in its strength, which will either block or let attacks through.
7: Stars. Maybe a space themed game, maybe it's movie stars, maybe you collect or earn stars, or maybe it's a thematic element in an RPG of some sort. Stars seem to simultaneously represent something unattainable, yet also seem to represent achievement.