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A jam submission

Fading lightView project page

your dying from the darkness and need to find a cure
Submitted by cyber zombie — 6 hours, 39 minutes before the deadline
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Fading light's page


CriteriaRankScore*Raw Score
Use of Theme#273.4553.455
Setting (or Location)#463.0003.000
Story (or Starting Scenario)#573.0003.000

Ranked from 11 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 setting of your game. There is a flicker of hope with all its bleakness. 

I am a bit confused about the mechanic. What target score should the GM set? What do you mean by roll dice equal to %light*ability? Do you roll a number of dice? If I ignore that line, I would assume the ability score is just a modifier to add to the results of a roll.


yeah several dice, sorry for the no dc table, didnt have the words


I like the theme/setting/story. The light mechanic is a lot vague. If these are "regular" flashlights, then batteries for continuous use would last maybe two days, or if on LED, seven at most. That's 24-hour use. Even if taken in shifts, calculating the percentage is tricky. If it were a self-recharging flashlight (i.e. had a built in dynamo) then one could make a 24-hour arrangement before useful light is gone. Yeah, the balance between describing the game flavor (actually important to the players) versus filling in the mechanics gaps (also important) came a little short on this one. I'd like to see a revised version soon after voting is done.


hey, thanks for the feedback, definitely planinig to post a revised adition


Darkness disease is a very cool concept. 4 weeks to death by malnutrition is a clear and meaningful time limit. No guidance for GM on what an appropriate target score would be. Light's influence on final result is interesting, but use of percentage is difficult to grasp and resolve. 


tanks for the possitive feedback, sorry for the lack difficulty framework, only had so many words