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This is a light game for summoning your very own Dark Lord. It uses a 3 stat system with a few skills. I really appreciate the pithy intro and the layout design.

The basic gameplay loop feels snappy and has a lot of space carved out for roleplay. Passing off outcome description to another player on failure is a good way of keeping players from squirming out of consequences. I do feel like the Scene Resolution would take a while to internalize, given the two sets of breakpoints. I can see how the distribution is supposed to work out, but I feel like I would have to refer back to the chart every time I roll.

The Crisis Phase feels weirdly uninteractive. Unless you happen to be  playing a class with an ability that interacts with the Crisis phase, you have to just take whatever is coming to you. As a result there's also not much of an invitation to roleplay there, despite the events being interesting. Maybe adding an ability to every class that interacts with the Crisis Phase and using some language that encourages roleplay description would help. Then it would become another resource sink for players and give them an option on how to interact with the phase. 

Overall, I really liked this system. It's very sleek and it seems like it would be easy to teach.

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