WOOAAAAAH
The Punk Wrangler
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A very flavorful and engaging journaling game. The resource management and variety of scenarios to run into made me excited for each journal entry. My only critique is that with a good roll of resources plus your 6 units of time, it's fairly easy to avoid breaking your code. I also wish the penalties for corruption were more punishing, but the optional rules the game includes can help increase difficulty in that regard.
Overall though, totally worth a try for the journey it allows you to tell.
A fun little location for a Mothership adventure! The flavor is very strong here and there's a lot of solid tiny plot hooks ripe for expansion in a larger campaign. I do feel like more could be done to encourage engagement with the various bizarro activities the location provides, but overall for the price it's for sure worth a look.
A very fun, if brief, proof of concept game. Great style, very spooky enemies, and the limited amount of information makes for some very tense moments. I do hope that if this is expanded on more work is put into the difficulty of each puzzle, there's a lot of room for memory and light-play in this game that is only slightly touched upon in the few levels we have. Still, would for sure recommend.
https://alexander-eden.itch.io/vampunks
I'm not sure if the expansion to the game can also be included or not, but if it can by all means bundle them together!
If not, the free game is probably the better choice.
A cute micro-RPG for a very specific subset of players. I like the advantage/disadvantage style of rolling, and for one-shot situations (ESPECIALLY on March 17th) I could see this being a fun time. The only thing I'd personally add is a few suggested scenarios for fae-schemes the leprechauns might try to accomplish.
A very cool game concept! I can definitely see some strong 10 Candles vibes from it, but with faster set up and execution. I especially love the idea of 8 physical objects for the campers and building emotional connections to them before the game begins. Excellently macabre.
Still, I feel like more instruction on the GM's part would be useful. If the game is intended to happen over the course of one in-game night, the GM will need to keep up a constant number of threats to the campers, but that may end up feeling like overkill if pacing rules aren't clear enough and specific challenges to overcome (beyond the actual enemies chosen early on) aren't established. Maybe having the players need to roll to either fix a generator or call for help or some other doomed goal they need to strive for.
I love this game's premise a lot. Dream travelers jumping from dream to dream to assassinate a god is great concept, and the way the game is structured on paper sells that initial concept well. Depending on your dice rolls and the draw of the cards, you could either be breezing through dreams or deciding whether or not you're willing to throw your life away for one good card.
However, there are a few elements I feel need greater clarification. Is the game meant to have a game master determining the dangers that the later levels bring, or is the game GM-less and encouraging total group improv. When should indulgences come into play as a threat? How do injuries factor into play? And how do the god dreams under Zeus add to the danger (Zeus makes you reroll 1s, but the other gods don't seem to have clear abilities like that).
I think these issues come mainly from its micro-RPG nature, but with some tweaks I could see this really coming together as a cool experimental game.




And now both modes complete!
