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A jam submission

Prophecies ForetoldView game page

Cult leaders bringing hope to their followers through sacred texts.
Submitted by captainmadrick (@Roll_Initiative) — 8 hours, 6 minutes before the deadline

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Prophecies Foretold's page


CriteriaRankScore*Raw Score
Story (or Starting Scenario)#323.3333.333
Use of Theme#453.2503.250
Setting (or Location)#463.0003.000

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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I like the mechanics how each cultist preach from their own holy book, but there are few elements that doesn't sit quite right with me. First is that cults have only one message instead of whole belief system (what is sin, how to repent and what you get afterwards). Second thing that I don't like is that there is only one GM. This could be changed to GMless system where each prophet takes turns representing the problem then other prophets try to solve it according to their holy book. Also I feel that problem should be presented before cultist turn.

Overall the setting is fine, mechanics are great but could use little fine tuning.


I sincerely appreciate the feedback! I intentionally did not give much in terms of the details of the cult because I wanted it to be more of a prompt; something players could build from, especially since they could pick any kind of book and this might inform their cult's style. I also felt  that a GM was good thematically, giving the whole idea that there is a divine being, but no one is getting it right, and everything is kind of up to their whim... just thought that scenario was a bit funny. 

I certainly think that you're on to something though, and that the game could be modified to leave the existence of a divine being out of it, and have it be a GMless game. All in all I think you're possibly envisioning a game that would have a more serious undertone, while I was going for a little more silly (with the expectation people will choose silly books).


the reveal machanic is really cool


Can you elaborate? I feel it just becomes redundant.
First you preach something, then when you find out the truth you eat your words and try to preach something else.


mainly i like how caotic it can make the game, as players famble and try to fix there prophecies


Superb mechanic. I'm going to try different books to see which has the most humor content. Epic of Gilgamesh? Boxcar Kids? Redwall? HHGG? We may never know. And the ending is classic cult leader propaganda. 



Thanks! What little play testing I did, I used Dirk Gently's Holistic Detective Agency! It was hilarious to be a doom and gloom cult reading about an electric monk...