Thanks for playing. I'm happy that you had fun. And yes it should be "Threat", don't know how it slipped through several rounds of prove reading. Files have been updated. Thank you.
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aratlon
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Thank you for the feedback on the feedback.
: )
Personally, I always try the Atkinson Hyperlegible.
https://brailleinstitute.org/freefont
You can download it on Google Font, too.
We met at another jam but I hadn't seen the game yet.
My personal opinion is that this is merely a (very interesting and also exciting) basic idea for a game. The setting and the rough gameplay are good and also quite interesting, but it is all very rough and little to no defined. The system itself then has to be designed by the GM and the players themselves. If everything is to be kept more free, I would at least like to see corresponding guiding questions that the players have to ask their characters. Or even a simple system that shows the growth. Especially with the background of self-discovery, that the personal development of the characters then affects their territory in a big way.
It's a really nice basic idea and that's where the game design starts. How can this idea be implemented on the game table?
If that is not the goal of your game, then that's ok. Then it's just not a game for me.
i can second what TheGiftOfGabes said.
I like that it's a simple 1D20 system at heart, but because there are so many levers that affect the Tagerget Number, it's quite dynamic and allows for pretty complex play.
Especially the trick with the roll over from the Heat Vampire, simple but brilliant.
What is not quite clear to me is whether the game is a solo or a group game. As I was reading, I was thinking solo all the time, but then there was the Aid rule, which rather suggests that it is meant for more than one player?
A character sheet would also be great, especially because of the outstanding layout.
Otherwise, I personally need a little guideline for something like this, a general goal, an approximate path, a scenario or something. But if that's not the focus of the game then that's ok. I also saw that a small dungeon is planned.
Setting and tone:
+ quite a few nut puns. Love it.
+ I also love these kind of one-shot humour games, even if this one is a bit too dark for me. + mention of safty tools
Layout:
+ good clean layout with good text breaks and some artwork in between + it follows the tone
rules:
+ simple and easy rules that allow for quick spontaneous play.
- Razor-Claw seems a bit overpowered as it always deals serious damage and lets you climb any surface for one energie. But it's not about optimising, it's about having fun.
All in all:
I like the game a lot. I will keep it in mind should spontaneous gaming desire break out. very good work.
Setting and tone:
+ Combative and set for the battles to come. Therefore very appropriate - There are always certain mood swings from one sentence to the next. One sentence was about fighting and winning, the next about the solace being short-lived.
Layout:
+ clear and simple texts, are broken up and leave plenty of space. + Atmospheric art with a beautiful use of colour. - Text on the cover difficult to read and in the character sheet as well.
Rules:
+ Simple and uncomplicated + Fitting to the setting of the RPG - (Untested) The fact that the power and attacks only do half as much damage on average feels unfair when reading. Enemies always do the full damage and that automatically * (probably because verse 0.5): No character creation rules. * Is the beast actually healed after a wave and are its attributes restored? Otherwise I don't know how it can survive 5 rounds even if it always hits full.
Over all:
I like this kind of RPGs and am curious how the final one looks like.
Hello
First of all there are no free copies available as mentioned in the rules of the Jam.
The game itself looks like a fast, hard but fun little dungeon crawler. What I understand of it seems reallatively balanced and dice-heavy, which is not good thing here.
However, I have found it very difficult to work out exactly how the game works as the texts are not entirely clear. How battles work is absolutely not clear to me. Also what exactly energy does. Examples or further explanations might be helpful.
The layout looks good and reminds me of OSR. Maybe a map with all the opponents could be very descriptive.
Hello
First of all. There were no free copies available when I went to rate your entry. According to the rules of the Jam, they should be available. But I liked it anyway so I bought it.
The game itself is a little contemplative journey back home. The layout is very coherent and sets the atmosphere well. The flow is easy and guides you well.
Notes:
In the table on page five which talks about the shape of the fireflies. 3 shapes are 2D and one (the sphere) is 3D. Wouldn't a circle be a more appropriate choice?
On a personal note: I would have liked a closed narrative arc. There is the question of why you are here. I would have liked to go into that again at the shift change. You are suddenly alone and think about your problems again and then the next shift comes and you are hopefull again. Likewise at the end. Here the question for me would be how does the reason for running away relate to the miracle you have just experienced? I find the question about thanking very beautiful, though.
I know I could do that easily myself while playing, but it still feels like an unused opportunity to me. But if that doesn't fit with your concept for the game, then it's okay that it's not in there.
All in all, I liked it a lot.









