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What a cool idea to base a game around superstitions! And they're powerful superstitions that manifest in useful ways sometimes. And the moving GM role seems so natural here, especially with the semi-competitive nature of the game (specifically the way kids are competitive about things like this). My favorite detail is that hindering someone's roll gives you -1 forward because you get a peek "under the hood" of human belief, as it were. Lovely! Thank you so much for the game!