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andrewbeauman

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A member registered Jun 16, 2020 · View creator page →

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I have physical copies available at conventions and plan on setting up the  web store in the next month or so for my next book Out of Orbit as well as getting more copies of Battle School printed and listed there. 

This is such a disgusting game and I love it with my larva-laden heart

Best shooter TTRPG out there. Hands down

Just checked it out! Fun video and I appreciate you dropping a comment :)

This is the best game

Ahhhhhh this turned out so damn cool Matt!

Dude this looks sick. Can't wait to check it out.

This turned out so good! I might crack this one out with my kiddos. Great job.

Ryan. You only make bangers. This is incredible.

Heck yeah! Looks... sharp*

Thank you so much! I'm so happy to hear you're enjoying the game.

As for NPCs, I'd recommend having them function as another player character that the group can collectively run. The characters are simple enough that it's easy enough to do so with the help of the GM. That's how I've handled it in the past. If that's too much to handle, it could just be handled as a narrative boon, having them tag along with another cadet and granting them some drive or skill boost for specific tests..

You're the best Zack. This is dope

Easily one of the most elegant drop-in mechanics I've seen in a while. You've done it again!

this is killer... Love the entire vibe

Oh this is incredible. Can't wait to dive in

Thanks for the kid words, Aaron! So glad you enjoyed the game.

This is such a phenomenal-looking game both visually and mechanically. Adam killed it with setting the tone and simple mechanics to facilitate a tone at the table I often crave. Pair that with DNGN CLB's killer design work... Can't wait to try this out soon. 

I love how mindful and heartfelt this whole thing is. Killer work.

I adore this game and can't wait to see how it grows and develops. Jeff did a phenomenal job with mechanics, art, and incredible world building.

Reading this made me expectant for the intimate and heartfelt experiences to be had playing this game. I can't wait to try it out with my partner and other friends. Its short, sweet, and beautifully laid out. Amazing job, Alice.

Zach killed it, making a concise, evocative, and compelling game for amazing collaborative storytelling. When he reached out to me to collaborate I was already interested and then when I read through it I was stoked to help bring it to life. 

Killer art, elegantly light-weight rules. I can't wait to dive into this more. Great job

I just launched my first-ever TTRPG and want you to try it out today! The whole book is pay-what-you-want and was initially funded on Kickstarter during Zinequest 2024.

Battle School: A Team-Based TTRPG is a game for 3-5 players and 1 Game Master. Players will create their character, a cadet between the ages of 8-13, who has been shipped off to military school in space. 

The game's design philosophy is rooted in collaboration and teamwork, with a narrative focus on self-discovery and coming-of-age. The game puts the difficulty in the hands of the players, based on the scenario their team is up against, and requires them to think as a team to overcome their obstacles. Combat is no longer about what you're doing on your turn but asks, "What can I do to help my team overcome this obstacle?"

What You Get

  • 90 pages of rules
  • 5 Cadet Types to choose from
  • 5 different Armies for your team to fight for
  • Tons of Advancements to grow your Cadet's abilities
  • A framework for running full campaigns in the semester-long tournament
  • A form-fillable PDF of the Trifold Character sheet
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I cannot wait to hear what trouble you get up to in Frontier Space.

I met God in your game

This is super creative. Great job

I totally get all of that. Just throwing feedback your way that I figured you were aware of. Seriously a great game and good work getting it out! cant wait for updates!

To be honest, I rarely read descriptions of controls before I launch games so that part is my own fault. I feel like you could have mapped the jump and kick to more traditional keys. My gut reaction is to hit the space bar for jump, for example.

Well that was... stunning. Hyperlight Drifter vibes, metroid feel (albiet slow) and a seriously killer concept. Great freaking job.

Wow... that was phenomenal. I'm so impressed with the different ways of attacking. I will say other than "attack" I wasn't super clear on how to use other abilities but didn't end up needing them. (that being said I didn't' complete the list)

Critical feedback in no particular order:

  • The walking sound was a tad annoying when I was rechecking different screens and moving quickly
  • When I got to the end of the game... I was kinda miffed that I was pushed back to the start screen rather than being able to keep looking for the things I missed. Overall the end was a bit disappointing, but hey... that means I wanted to keep playing so its good!

This was hilarious. I had fun for a few min and overall think it was pretty cool. The controls I did find a bit confusing though.