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    First off, the "x-card" is pretty awesome. I appreciate you thinking about how comedy can sometimes be unintentionally a dagger. Second, totally kid appropriate and I think this could be marketed to families. I am ALWAYS looking for ttrpgs that are quick to learn, easy to play, and kids can understand them.

    The catchphrase is like the best part; admitting defeat with a giggle. lol. 

    Typo on page 3 "The GM will describe the effects that the Character’s actions have has on the situation" - not important but were all in the jam for feedback, right? :)

    Okay so what I wish this game had...hit points. I think the players need a way to lose and I think the bad guys also need this. Otherwise, it can get a bit stale. Also, having death/knockout really helps with the potential for MORE comedy. I also think it will help keep things going on along.

    Maybe also add a system where the player's response to the puns change the damage done. Like really funny puns were super effective.

    We actually played around with the hit point idea a little bit. Each bad guy had 10points(might need adjusting). We gave a rating system for each pun, as a group, and took the average score(1-3) and did that damage to the bad guy, but only if the action made sense too. This helped us keep it on track and push for funny responses. Catchphrase results in 0 unless it was incredibly funny at that point.

    Really liked your game!!! The solo play is interesting - its definitely different for sure. :D

(+1)

Thanks for this in-depth and well thought out feedback.  

I like the idea of scoring puns and having them count towards defeating the current scenario (as hit points and damage).

I'm going to think about how to incorporate having the heroes lose and making room for a last, great line to go out on.

Thanks for catching that typo, I have updated the files.