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A member registered Dec 13, 2014 · View creator page →

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Makes sense. Thanks!

Quick Q: Is 004 missing, or is it a numbering error?

I want to be clear this is no judgment I am constantly making numbering errors

This did not nearly make me cry; there is nothing “nearly” about it.

Thank you for writing it.

Been working for a while on adapting individual mechanics from Legend of Dragoon for tabletop, and because I have nothing else I could possibly throw several thousand words at I guess I’m also rewriting the setting and lore to make, perhaps, a whole game. Eventually.

That weapon math is bonkers

I cannot tell you how Here For It I am

Dang I think this is better than the dice one, and I really liked the dice one

Whatever it'll be, I'm stoked already

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Figured as much, and would have played without the extra expansion rules if using the Oracle (and honestly the Oracle is the more personally tempting mode even for non-solo play, for me), but I figured I might as well ask after intent

Edit to add, because I forgot: Thank you! Also this looks excellent, as does Helion, Our Home

Quick rules question: are the Expansion rules on the first text page meant to be only for DMed games, where Oracle games get those benefits only on the relevant draws?

I've not actually read Honey Heist or any other Honey Heist Hacks ("H3's") but just reading this has sold me on it. Also, solid visual design, though I'd love a not-printer-friendly version with a daunting amount of yellow.

Careful, with too many cheats you might trigger the copy protection, where a full-size, invulnerable grizzly bear with the horns and excess anger of raging bull constantly stalks the protagonists

Some players enjoy the added challenge, but it makes the game much more difficult to complete

I've read going on 300 games now of several sorts but this just became my favorite OSR game I've read so  far by a pretty wide margin

How has no-one commented on this yet? It rules. Codified antagonistic GMing, players switching sides when they die, excellent genre emulation…

Seriously where’s the love people need to got in on this

Essentially a writing prompt for inventing a fake game with the apparent (and laudible) goal of raising awareness for the dire state of video game archival efforts. Most of the writing is dedicated to a false historical landscape of home computing hardware (and eventually software) and it's really a joy to read and think about.

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A writing prompt for inventing old console games and submitting them to an archive, a treatment so desperately needed by so many *real* games, old and new alike.

Given there's not a lot "mechanically" to this, it really has to nail the writing, and gosh dang does it nail the writing. I love that the meat of the text of both versions (this and the Computer Version) is just an alternate past list of computers and consoles by fictional companies almost as much as I love that this some-other-timeline Game Boy is a Walkman for video games.

name: Kachuando Ririsu

number: 99577

days to beat: 9 + 9 + 5 + 7 + 7 = 37 days

genre: Arcade

theme: Romance & Fishing

platform: SFX

feature: Multi Theme!

feelies: Postcard

A reasonably successful Japanese indie game, "Catch & Release" gained a small but dedicated fanbase in the anglosphere among fans that were fortunately willing to circulate translations but were less-fortunately so enamored with the idea of Japanese culture that they refused to call it by its obviously English name.

The art of the game is pretty amateur, presumably done by the the two devs themselves, and includes a few examples that are mildly-edited versions of art from commercial games. Presumably this didn't result in legal problems because the game wasn't at any point really "sold". The Win screen did request you send some money to the so-called "company" responsible if you enjoyed the experience, after which they would send you a postcard from wherever they'd been recently, with some hand-drawn game art.

After some static exposition screens where a mermaid questions your strength and suitability as a mate and charges you to prove your worth, the gameplay looks a bit like a side-scrolling beat-em-up, but once you get a fishing rod and make it to the lake, the screen switches to underwater and the game changes focus to the hook, which is still attached to a line but controls like the ship from Asteroids. The goal is to get the highest point fish from as deep as possible while not getting your line intersected by shallower fish, which will break it if your trying to reel something in. There are some fish you don't want to catch but can reel up and release to eat any fish that are being too much of a nuisance, some fish are poisonous, and sometimes the mermaid requests only specific fish, and gives you a time limit. Each time your line breaks, your time limit on a request expires, or you reel in a poisonous fish or just the wrong fish irritates the mermaid, and if you do this three times it's Game Over. If your game ends with over 3,000 points, the mermaid declares her love for you, but if you don't first catch the Magic Goldfish then you can't breathe underwater and you drown while she kisses you.

The listed time to completion is how long it took me to get over 3,000 points before losing; I have not gotten the good ending.

Important addendum: the fish are color-coded and not well differentiated in shape, so this game may sadly be impossible if you're colorblind, though some modern fangames exist that address this problem.

Aight I've played this through three whole times now just today because I keep wanting more of it

Do you have plans to put out the minor arcana at any point?

These are really excellent.

Thanks for making this!

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I have read nearly 300 games in the past few years and this is the most fun that I've had doing so so far, by a pretty significant margin.

I cannot tell you how strong a sell this comment was for me on this game. Thank you.

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This game is p cool! I like this sort of system to read; I’ve never much interest in playing it, but I’ve read enough to develop a taste in what I like seeing. Scar tables are fun, but I defs appreciate the water tower advancement mechanic, too, which still caps stats but doesn’t require risky combat to try to get better.

I’ve not read Mausritter or EBL yet, but I have read (and loved reading) Cairn, and that DNA really shows through without overpowering your vibe, which is a great vibe

Also the art owns

Happy to be useful!

Is there a missing 37, or perhaps a numbering error? (If numbering error I want to be clear this is no judgment; last time I tried to number games I made several mistakes just in the first 15)

How do you do this

By what dark magics are you everywhere, giving thoughtful feedback and evocative reviews

Sorcery, I say!

I agree re: spreads v singles and coloring

I personally prefer night mode style all the time but the only real problem page is the white-on-grey

I don’t know if this is an update since this video, but I did find where defense values are generated. They’re in the equipment section, I believe right before the armor lists. This is unintuitive and easy to miss, tho.

Just finished reading this last night and my *very personal* preferences away from level-based systems and d20 resolution gave me some misgivings but got DAM does this feel masterfully put together.

I'm an extremely amateur GM so I'm probably not gonna run anything without some level of suggested adventure and/or evocative bestiary, sure, but that's absent from most OSR-alikes, so honestly the Grip stuff (and maybe a glossary) is the only part of this that feels missing

Oh good someone got to this before me

Haven’t had a chance to run this yet, and not certain when I will, but gosh what a fun way to emulate a single-player JRPG. It feels like roles might switch a little too fast, but of course I’d have to play to be sure. It’s all just so novel, and pretty solidly elegant.

The gear treadmill is, imo, well-made, as someone who doesn’t love tabletop gear treadmills, and I’m really stoked to inflict this game on some children because gosh dang do I want to try it.

P.S.: Every last bit of art is cute as heck

I’m kinda in love with the dice mechanics here.

Sure, all of the game is grand, but that part is just so elegant and feels good.

The math is fine and all but not enough love is given in most games to making the dice feel good imo.

Woo! I love to be helpful

And I totally didn't feel blanked or neglected; honestly I don't usually expect responses from most people most of the time, much less strangers who make cool things, so no worries on the delayed reply

They are absolutely the best reviewer imo

A real gem of a person

I got some undeserved praise in my school years and this is still the best thing anyone's ever said about my writing. Thank you.

I'm glad people seem to be enjoying that this game exists!
If you also somehow enjoy playing it, do let me know. That part I have doubts about.

This rules and imo deserves, like, a game jam to fill in the missing pieces

Mechanics (by which I mean Fight Tricks, Dodging, and Crystal spending like it’s Might and Magic) seem exactly the right kind of janky to be from In The Beginning, and the tone of the writing is perfect

I admit I haven't read what the actual words are yet, so I don't know differences in content, but I just want to say as feedback that the 1.0 document's darker, heavier text makes it rather more legible, and while I'll read it regardless I'd be personally grateful for an easier to read 1.1

Gosh this rules. I can't code worth beans but watching this work makes super wish I understood how it works. You make awesome things.

I came here to say the Ship To Ship bit, too

But I *also* came here to also say this does, in fact, look So Good. I don't know when I'll get a chance to play it, but it's rad