This is a great place for tech issues!
I'll take a look and see what I can dig up here. Hopefully we can get you up and running soon! Not sure off the top of my head, admittedly.
All my community copies are exactly the same as the retail versions. For those unable to responsibly purchase my games and supplements, or for those who are unsure if they will enjoy them, I encourage the claiming of a community copy. I also encourage that those who do find they enjoy my games from a community copy buy another of my games to pay it forward :)
As to your other question, Powers Better Left Untouched is just the term I'm using to describe all of the abilities offered in this book. Each of them adds a little more complexity and a new option to take with your mech. The implication is that these powers (while incredibly useful!) may come with some detriment or hidden cost, beyond the manifestation.
We all know we shouldn't read the Latin from the glowing tome. And yet....
I hope you enjoy CROW, and that it brightens your games of NOVA with just a little bit of mysterious, perhaps dangerous options.
We've got new and improved rules for stealth, new mission types (THREE BOMB! Base Defense! HEIST!), new terrain effects, lots of new nautical baddies to fight, loads of new rooms.
Seriously, I'm so excited about this expansion. Not only does it expand on the base game, it also fills in some of the gaps and just makes for an all-around richer experience. If you like Cyberrats, you'll LOVE this!
Picture this: Lord Ventris has a court wizard. Scatterbrained guy by the name of Pappellion. He forgets his spells, our Pappellion, so he uses parrots to remember the vocal bits. One day, disaster strikes!
A little boy is SUCKED INTO A PORTAL after a spell goes awry (don't worry, he's fine, just living with birds now). Presumed dead, Pappellion is tried as a murderer and sentenced to JAIL. His beloved birds are killed before him. Now he's out and he wants REVENGE
So what's a wizard to do? Just what anyone would do, given the circumstances. He summons Guano the Great, dread pigeon of fire-breathing fame, directly into Lord Ventris's courtroom! ...Or he would anyway, if it weren't for those damn necromancers protecting the Lord.
That's where you come in. I won't spoil all the secrets, just know that there is INTRIGUE and POLITICS and UNDEAD OWLBEAR SKELETONS in this adventure about a giant pigeon.
Extremely addictive! I especially loved the bit with the frog.
I played the demo yesterday and immediately bought the full version on steam and played it all the way through!
There's a couple oddities to the combat (like how shields are better than weapons) but once you wrap your head around it, it's quite fun. A bit more of a puzzle than Slay the Spire.
There's one small bug where the upgrade card can accidentally be dragged onto itself, and I didn't see a way to play as the witch, but this is truly an incredible game, and a very impressive project, especially for just one person!
5/5 don't miss out!
This game is very cute, fun, and easy to play! The rules are clear, and the tools for building an incursion are simple to use. I love the postcard character sheets! This is a really great game to break out quickly, as it's easy for new players to commit, and a game can easily be resolved in just a couple hours!
Pros:
What a unique and well-polished addition to the game! Right off the bat we have essential gear that makes everything better (Grappling Hook! Flamethrower! Scoped Crossbow! Standards that remain standards because they OOZE flavor).
We keep the abstract nature of Slayers in "Scrip", a handwaved currency. We have rules for next-of-kin, which I just adore so thoroughly. It reinforces the idea that you are dangerous folks doing dangerous things.
We maintain a sense of balance and simplicity by restricting 1 gear to each Slayer and having maintenance costs. The gear itself is fun, useful, and somehow dripping with even more flavor and cool factor than the base items themselves.
I should also mention that this product is cleanly laid out, with an original color scheme and style that is reminiscent of Slayers while still being its own thing. Everything is easy to read and elegant.
Cons:
There are a couple minor typos, and it's a little odd to me that I have to pay 1 scrip to remove my Book of Prayers, but that's an extremely minor quibble on an otherwise excellent product.
Summary:
This is an excellent supplement for Slayers that adds a unique layer of tactical combat, as well as powerful flexibility for Slayers. It allows for rewards, instead of handwaving currency like the base game, and is extremely flavorful while it does it! This is absolutely worth the asking price for any Slayers fan.
Honestly I love the italicized text, it's incredible evocative! The whole game is an exploration is grief, and there were a lot of decisions that subverted my expectations (the fact that it uses a custom deck, the fact that it can be played with a group as well as solo). The prompts are great, and I am a HUGE FAN of the map drawing elements. Don't miss this one!
The word that comes to mind when looking at Harper's Quest is "Cozy". The layout is large, clean, and inviting, the artwork is warm, friendly, and consistent, and the whole thing oozes a consistent tone that says "Climb down into a basement and explore this damp dungeon".
Any game with a grappling hook is off too a good start, and I really just can't emphasis enough how much I love the aesthetic of the large text with the clean, almost-painted drawings. The game is simple, at just 9 pages, but it does what it wants to do perfectly, and that's emulate an OSR-like experience in a nonthreatening and, well, cozy way.