• Let's start with Hannah Shaffer's 14 Days, which bears the subtitle "A Game About Life With Migraines" and which originated from the designer's own experience: "I didn’t know how to talk to the people around me about how migraines were impacting my life. This game exists to help break through some of the silence and stigma around migraines, as well as other types of chronic pain." 14 Days was funded on Kickstarter in July 2015 and due out before the end of 2015.
• Somewhat along the same lines is Feelings from Vincent Bidault and Dixit designer (and child psychiatrist) Jean-Louis Roubira, with this game originating from a request by the city of Poitiers, France for ways to combat discrimination.
• Designer Dave Chalker already dealt with shady characters in Heat, and now he's doing it again in Thief's Market from Tasty Minstrel Games, in which players divvy up loot dice, then purchase henchmen, plans, and tools to gain notoriety.
• In a tweet chat the other day someone asked my view of the Brazilian game market, and I had to confess to knowing little about it. Now I run across the intriguing-sounding Limbo from designers Davi Lessa and Paulo Luvizoto and publisher Monst3r Factory, but I can't track down whether this game has actually been released. Here's an overview of the game:
• Games by Play Date always uses unusual settings for its games, and in May 2015 it released Drunk Uncles, which bears this description:
Games by Play Date has a Patreon page for those who want to receive a short-run copy of each title it releases.
• Sweet Nose, from Jason Lin, Frank Liu, and Taiwanese publisher MO ZI Game, is a title that I couldn't help but investigate as I had no idea what to expect. A description:
Sweet Nose is a game of exciting interaction. You will try to eat most types of candy through trading your candy with other players. However, the sweetness of each candy is different for each player. Therefore, to keep yourself from being the one who eats too many sweets, you need to be careful when trading and observe the reaction of other players. In addition, different shops provide different surprises; you also need to take those shops' candies into your consideration. The one who eat the most sweets loses the game, and the winner is the one who eats the fewest sweets.