Way of the Wanderer - Show a diagram of at least one element of the game logic (i.e. decision tree, AI process, player progression)
Big Data - Describe a game object or entity in detail, including its properties and functionality.
Function Junction - Demonstrate a function (or equivalent) that is used in multiple places.
Code it Forward - Comment or otherwise document the code.
Self-documenting - Use variable and function names that accurately represent their purpose.
Engineer - Demonstrate some interesting or unique functionality of your game engine.
Sharper Than Flat - Game uses 3D coordinate space. 3D rendering isn't necessarily required. Game does not use 3D, but uses a pseudo-3D method such as parallax or isometric. Game is 2D and uses z-indexing to properly order background and foreground objects.
License to Win - Release your source code online under an open source license (i.e. GPL, MIT, CC0).
Q&A - Describe your testing and debugging process and a change you made because of it.
Optimus - Describe how you refactored or optimized some of your code.
Take Five - Game can be paused - or pausing is unnecessary.
Leaderboard - Include a high score table or some kind of persistent record of previous plays of the game
Cut to the Chase - Show a screenshot of an early build of the game running with placeholder art.
Heroes' Journey - Describe a programming challenge you overcame and your solution to it.
No Autosaves - Use source control - or back up multiple versions of your source code on a server (e.g. OneDrive, Google Drive, Dropbox)
Order Up - Include a menu screen with more than just start and quit.
Where it's Due - Include a credits screen.
Soundproof - Game has volume controls or a mute button.
Controlling Chaos - Use three or fewer buttons for your game's controls. Use a mouse and up to one button for your game's controls. Use some other input device that is comparable to a mouse and up to one button.
Chance Encounter - Demonstrate that game has random elements and describe how odds were determined. Demonstrate that game is deterministic (no randomness) and describe why that is important to the game.
Reflex Scope - Explain how the scope of the game was limited or reduced.
Future Sight - Explain how the game would be expanded with more time and resources.
Outside the Box - Use an original game mechanic. Use an existing game mechanic (or combine mechanics) in an innovative way.
Escalator - The game starts simple and introduces new features gradually.
Tell and Show - The game communicates new mechanics and challenges to the player effectively (such as via a tutorial).
Apply Directly - Player must use creative solutions to overcome challenges.
S Rank - The game gives feedback to the player based on their performance and actions.
Action Replay - Game allows the player to have a notably different experience when replaying the game.
Top-down - Write a design document
Adaptive Design - Show updates to the design document that reflect changes in your design.
Bronze Calendar - Create a development schedule with at least 3 concrete milestones (gameplay complete, art complete, etc).
Taskmaster - Break development milestones into smaller tasks, and assign time estimates to each one.
Forge of Paper - Show off a paper prototype of your game (picture is okay)
Scribblenaught - All of the game's graphical assets (sprites, models, textures, etc.) were made by the team. Only some of the game's graphical assets were made by the team.
Blue Steel - Use 3D models in your game. 2D sprites are generated from 3D models, vectors, photographs, drawings or another source.
Inception - Show off your concept art.
Font of Dreams - Use fonts tastefully (i.e. non-default fonts that match the style of the game).
Black Border - The graphical style is consistent.
Steamboat - Use animated graphics.
All that Glitters - Enhance the game with visual effects that don't affect gameplay (particle effect, atmosph).
Made to Order - Include a menu or title screen with original art and assets.
Heads Up - Inform the player of the game state (health, score, progress etc.) through the user interface or through the game world.
Tracklist - Soundtrack consists of three or more tracks. Soundtrack consists of two tracks. Soundtrack consists of one track.
Audiosurf - Soundtrack was made by the team.
Foley and BFXR - Game has sound effects.
Panoramic - Audio changes dynamically based on gameplay (e.g. distant sounds are quieter, music cues respond to gameplay).
Talkie - Audio is well-synced with visuals.
Theme Hospital - Game is built completely around theme. Game is somewhat connected to theme.
Citrus Twist - Use the theme creatively by choosing a specific part of it to focus on. Use the theme creatively by adding outside elements in addition to the theme.
NeuroGenre - Game exists outside classic genre boundaries Game fits into a specific genre
Did the Research - Research the theme and explain what you learned.
Ludonarrative - Theme is expressed through gameplay (the player's actions must reflect the theme)
Storytime - Game communicates a story of some sort.
Detail-Oriented - Story is shown through means other than text or static images.
Far Far Away - Game takes place in a clear and vivid setting.
Exposition - Game environments contain information about the setting.
Easel - Create a storyboard or sketch of at least one scene or screen in the game.
E for Everyone - Game is accessible to a wide audience.
Sand Zone - Game features varied environments or areas.
Doodle Neon Pixel - Game has a specific artistic style that stands out.
Plot Thickener - Game features character development.
Mark! Twain! - Create a reference guide to the story, background, or characters present in the game.
Character Class - Describe what each team member contributed to the project.
Clockwinding - Document meeting minutes or other notes regarding team decisions.
Resonance - Describe how two or more team members worked together on a single task.
Dissonance - Describe a conflict the team resolved.
Mystic Tutor - Describe the role of technical mentors or other outside resources used.
Bribery - Get people outside the team to playtest your game.
Chorus of Voices - Every team member speaks during the presentation.
Exhibit A - Presentation includes a visual aid such as a powerpoint, posterboard, or website.
A Thousand Word - Presentation includes screenshots of the game.
13th Floor - Give the game's elevator pitch (pitch the game in ~1 minute. may be during the presentation or not).
Team Spirit - Bring team business cards, poster, flyers, or other promotional materials.
Dress For Succes - Coordinate your team's dress on event day (t-shirts, matching colors, themed with your game, etc.).
Manifest - Create a physical mascot for your game (plushie, sculpture, papercraft, etc.).
Taking Aim - Describe the game's target audience.
Blogatog - Maintain a development blog or social media page.
Giving Back - Publish a tutorial on a problem you solved during development.
Chirp - Make a post advertising your game on the official OGPC subreddit (reddit.com/r/ogpc).
Impossible - Finish and release your game online before the day of the Main Event.