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Pretty groovy game. I will say the attempt at elevated language in the actual rules is a bit awkward, but nothing game-breaking. 


As far as fiction to mine for content, I HIGHLY recommend Daniel Polansky's "A City Dreaming". One of the most stunningly imaginative and over-the-top urban fantasy novels out  there.

Thank you! I wanted to try something new, and somehow I think the language fits the setting. Kind of ;)

It is a fun detail. Maybe do a rule summary page? Something so the reader doesn't have to parse the rules out of the prose?

Good idea.

Maybe not in the book, but here:

JUNGLE rules summary
The referee is the final arbiter. 
When in doubt, roll 1d20.
The higher the roll, the better the result.  Skilled characters do more and better with the same number, compared to unskilled ones.
Sometimes the ref will decide to roll a d20 against yours.
If you roll low, suffer consequences. This is handled narratively.
Destiny Points let you either reroll, or you can avoid injury with them. One is usually enough, but the referee decides, according to the established narrative.

Weak opponents take one hit to die or be knocked out.
Stronger opponents have Destiny Points like player characters.

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That'll do it ;-)




See, this is why I love indie games.

Same here :)
BTW, I ran with your suggestion and put the rules summary in the back of the book. Thanks again.

Glad to be of service