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W.H. Arthur

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A member registered Aug 31, 2018 · View creator page →

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It is basically what itch.io defines as a physical game.

For people in the tabletop RPG sphere, "digital" and "physical" is often used to differentiate digital PDFs and actual physical books. Thus, analogue is often the preferred term when we talk about non-video games.

Sure, we are cool with it! :)

As much as I like the idea of IPA pronunciation guides, I don't know how to read them.

With Chinese names, people seem to be used to having bad anglicised pronunciations that butcher the tones. *shrug*

One thing that I've been doing with some of my games is to offer the meaning of the name instead of the pronunciation.

Chinese names using birds, plants and virtues are quite common. They are even more common in folklore and period fiction.

In a game that I am currently writing about Hulijings, I just instruct players to pick a name based on one of those things.

Thank you! :)

DO GROUNDSELS DREAMS OF HERBACEOUS SHEEP is a game where you get to play as a plant! You are one of the cabbage groundels living on top of Mount Kenya, who fold up and dream every night. The players go through the night/day cycles; dreaming each night, and sharing their dreams and gossiping during the day. I love how the writing brings the plants to life, and the semi-LARP nature of the game, where the players are "rooted" to their seats.

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The Queen Returns is a solo journaling/letter-writing RPG played with tarot deck and coins. You are one of the queen's loyal subject, tasked with informing them what happens in the country while they are away. It is a very clever setup that ties into the letter-writing aspect of the game. Things are going to change in the country while the queen is gone. What is going to happen when the queen comes back? You play to find out. I love the inclusion of the play-by-post two-player variant, where one person is the queen receiving the letters, and the two players meet up in person at the end of the game.

Heroes Too is a solo journaling game about being in a superhero academy while struggling with your trans identity. The author did a great job presenting superhero school life, and portraying the struggle of a trans person coming out. The game takes place over 32 issues, and in which your character learns how to become a superhero, and coming to terms with their identity and coming out by the end of the series. I love how this game includes safety tools for solo play, which is something I don't see very often for solo games.

Thanks for the reply! It is totally understandable.

I am a physical game designer. In the past, when I upload a game and get a decent number of views, it would show up on New & Popular Physical Games, or even Popular.

Not sure if the itchio algorithm has changed, or if this is a bug, but the New & Popular Physical Games now only show games that are two weeks old. (As far as I can remember, it has always been newer games on the top of the list.)

https://itch.io/physical-games/new-and-popular

The "Most Recent" is working fine, and all the news games appear there. It is just that they won't make it to the New & Popular list.

https://aryl-ether.itch.io/the-steadfast-and-the-rebellious

THE WRETCHED is a solo journaling RPG played using poker cards, Jenga tower, and a recording device. You are the last surviving crew member on a broken-down spaceship, drifting helplessly in space. And a monstrous alien is hunting you. Each in-game day, you have to complete a certain amount of tasks dictated by cards you draw from the deck. Most tasks require you to pull from the tower, and you die when the tower falls. The only way to get out alive is if someone picks up your distress signal, which is highly unlikely. You character also believes that they can fix the engine, but it is a fool's errand. This game is not about winning, but about human capacity for hope in desperate circumstances. This game takes the Dread-like Jenga RPG mechanics to a whole new level. I love how each suit represents a group of task; System, Structure, Crew and the Creature. When you draw a card and see its suit, you already know what you are dealing with. The prompts for the tasks are all very evocative, and you feel trapped in a spaceship just by reading them. This game is elegantly layout, and it just looks great. It is a game that I wholeheartedly recommend.

Thank you!

I am thinking of a story that lasts roughly a week. How many in-game days does an average game last  in The Wretched? Maybe I will break my game into two or three shifts per day.

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SHOOT 'N' LOOT is a very fun PbtA game that emulates cover-based loot shooter video games, with interesting map-drawing mechanics. All the guns are generated with unique (and often quirky) properties. You may get a melancholy gun that requires constant encouragement, or a gun that shoots marshmallow. You have only three stats; Gun, Run and Mind. I love the simplicity, and that is pretty much all you need in a shooter game. The cover mechanics is fantastic; it encourages the player characters to move around the battlefield as their position becomes compromised, and you get to add new features on the map as a result. The playbooks consists of different video game protagonist/action hero archetypes, and the author has made great effort to make each of them stand out from each other with unique playbook moves. I absolutely adore the layout of this game; everything is neat and tidy, yet oozes out with style at the same time.

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LOVELAND is a sworddream/osr style game where you play as cute frog people in the post-apocalyptic Loveland, Ohio. You are frogfolk gatherers who venture out of your village to explore and gather supplies. On your way, you will encounter other different cryptids, and you may fight or befriend them. I can see lots of work has been put into developing the setting. I like the four main cryptid factions, with all of them distinct to one another. It is interesting to know about the multiple guilds in the frogfolk village. I love the included map of Loveland, and how human buildings are re-contextualised for the cryptids. The hospital dungeon is eerie and alien (for a frog), with creepy auto-nurses roaming its empty halls. The artwork is fantastic, with detailed drawings that has a certain old school charm.

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GALAXY GOONS is a rules-lite space fantasy RPG that is a hack of Tunnel Goons. You play as a galaxy goon, a down-on-your-luck space adventurer that probably won't survive very long. I am amazed by how much the author managed to fit on 5 A5 pages; which contains a complete rule set, as well as setting the tone for the lethal-yet-quirky space adventures. I love how there is always 3 or 6 of everything, which just feels very neat. By describing both the goons and the galaxy in three adjectives, there was enough to create an image in the readers' mind, but also plenty of room for the players to expand upon. Similarly, the goons have three aspects and three items on them, which provides enough to help a player create a backstory but not too much that would hamper the player's creativity. The 6 guidelines on playing a goon is also elegantly written, giving the players a sense of what it is like to be a galaxy goon. It has been a fun read, and I would like to play it at some point.

YULE ARMY is a lighthearted RPG about being professional gift-planters. A game aimed at kids (but I am sure it is enjoyable to play for adults too), it has easy to learn rules. I quite like the fun stats of the game, being Know-it-all, Jock, Streeter, Weirdo and Chatter; all of which feels very fitting for a kids' game. I love the operation samples included in the game, which contains sad and lonely people that I want to cheer up with gifts already.

HAVE YOU HEARD ABOUT THE BEAST contains tables for generating a monster for your fantasy game. The adventurers visit the tavern and hear many different rumours about the beast, and they are all true! The entries in the tables are either very evocative or really funny. You may get the green-eyed dragon who came to town and insulted everyone's mother (among other things)!

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STEAMED HAMS is a quick, one page RPG about telling a wild story. Your characters solve problems by coming up with absurd solutions, and the more ridiculous your plan is, the higher the chance you would succeed. I have been in RPGs before where players argue forever about minute details of a plan, things got dragged out and nothing is put in motion. This is the exact opposite, and sounds very fun.

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Instead of playing a superhero like many other RPGs, you play a supervillain in CONSEQUENTIAL REDEMPTION, albeit one that is (possibly) on their path of redemption. It is a solo journaling game played using a deck of cards, but can also be played with friends. You are a supervillain who is forced to work with the goody-two-shoes to bring down a greater threat. You create the threat, and the cards serve as prompts as to what is going to happen. You always win the fight, but there are consequences that strain the relationships between you and your new friends. I love the unique premise, the card mechanics, and the author's use of stock photo to create an atmospheric city for the game.

STILLE NACHT is a storytelling RPG set in a small German coastal village. The village was destroyed by a flood, and now haunted by a ghost. The players are the villagers, some of whom are responsible for the ghost's death, and the facilitator plays the role of the medium/ghost. Unlike most games, the facilitator does not know what really happened from the beginning, and has to collect the stories the players tell them. The layout and writing are fantastic, and I love the meticulously researched setting and history lesson on the Christmas Flood of 1717.

CAGE OF SAND is a tarot RPG about a time loop horror story, inspired by stories like the When They Cry series. I absolutely love the setting, and the mechanics are ingenious. You play as someone who just woke up from a nightmare, and you interact with NPCs represented by tarot cards. And then (spoiler alert) everyone dies, and the cards get shuffled. With each time loop, you obtain new information and get closer to unravelling the mystery. I really adore the use of tarot cards for open ended story telling, and I can see the parallel between shuffling the cards and going through a time loop, which is very cool.

GOD DAMN THEM ALL is a solo PbtA journaling game (with the option to play with friends). You play as a privateer on a voyage that is doomed to end horribly (unless you are very very lucky with dice). This game is beautifully layout, and the rules fit snugly on two sides of an A4 (or letter) paper, with an extra double-sided sheet for your journal. I love the simple mechanics, with only one move for the player character. I also adore how much is conveyed through the three simple MC moves, especially the one to make the world "salty and harsh". The use of historical setting is brilliant in this game, as the inclusion of real life places and year makes everything more flavourful.

Dammit, Moon Moon is a short LARP/lyric game about being a wolf. Jess is a gifted poet who accurately captured the joy of being a wolf under the full moon. The instructions are clear and easy to learn. What are you waiting for? Go and be wolf!

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GET IN THE ROBOT by Mitchell Salmon is a GMless, card-based TTRPG. It is a game about mechas, but instead of playing the pilots, you and your friends play as the support team, working tirelessly to make sure the robot gets deployed to fight the kaiju.

Each character has three roles in the agency, as well as a quirk that makes things more interesting. A card is drawn to determine the obstacle that the team is facing, and the players have to overcome it with cards of the right suit. I love how each suit represents an area of skill, with Armoury, Engineering, Administration and Human Resources represented by club, spade, diamond and heart respectively.

The game is expertly layout with clear instructions, and the prompts are evocative. I have a feeling that it would lead to many great stories being told at the table.

An #OSR, Black Hack adjacent game about the German pagan festival of Walpurgisnacht. You have three days to prepare for the inevitable arrival of a terrible monster.

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A somewhat meta RPG about being young gamers during the satanic panic in the USA. You may be investigating Scooby Doo-style mysteries, or convincing your parents that you are not summoning demons with the Dungeon Master's Guide.

A game that combines ballad writing and free form storytelling. Each character is introduced by a stanza, and the players collaboratively add verses to the ballad as stories are told in the game. I like the inclusion of character prompts and plot hooks that jumpstarts the story at the beginning.

A cool Stranger Things-esque game where you play a group of kids investigating what is lurking in the woods at night. The stats of each character are not represented by fixed numbers, but by dice ranges from d4 to d8. Bravery points allow a player to reroll; secrets give a player narrative control; and skills allows the player to upgrade their dice. The mechanics are simple to understand, and feels fun! The story is played via three phrases, starting with the rather harmless evening, to the perilous twilight, until the kids confront the deep dark in the end. I love the five pregenerated prologues that are included in the game, which set up intrigue and provide a sense of danger.

Thank you very much!

Thanks for your reply. I've already shared the link on Twitter and it was retweeted many times (in my standard anyway), so I'd rather not create a new sale.

I did already emailed itchio support with this, but I haven't got a response yet and wonder if other itchio users know how to fix this. I have set a sale for two of my games, and the bundle is working if people want to pay for both games with the discount. (https://itch.io/s/27181/chinese-new-year-sale) However, if I go to the pages of the individual games, the sale is just not there. I have set up sales before and I have never had this problem. I suspect it may have to do with me changing the dates of the sale after it was published.


A game that packs its backstory and mechanics into a single page, and still manage to convey its themes and emotions. You each play a piece of the soul from a recently deceased, and you try to seek atonement from your family. Through dice rolls and conversations, you discover which parts of your soul, if any, find absolution.

A GM-less, diceless RPG where you play as a werewolf pack. Your pack is being stalked by some werewolf hunters, but you cannot leave the place due to one of your own is going to pup soon. I like how this game uses tokens as its main mechanic. You can give in to your inner wolf and act reckless, but you will gain heat; you can suppress your inner wolf for now, but you may go berserk later. In between each day cycle, the players also play as the werewolf hunters, spending the heat gained during the day to make trouble for the pack in the next one. After three days, the game ends. It's a breath of fresh air to see an RPG with a definitive end, and it is great that not every game is a campaign.

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A journaling game where you play as the last of the winterwalkers. You are responsible for carrying winter on your shoulders; at the night of the Solstice, you have a moment of respite, to perform your ritual and to dream. Each sentence you write represents a minute in the game, and in the end, you decide whether to carry on or let go. I love how poetic this game is, and the fact that things are left intentionally ambiguous for the player's imagination.

A PbtA game set in a Scandinavian fantasy world. Instead of picking different playbooks, each player uses the same playbook for their two characters. Characters can be Child, Adult or Elder; they can age from one stage to another, and each stage has its own unique moves. I like how the world is described in the game, with wonders to explore and mysterious creatures to meet; and the changing seasons gives players a distinct focus at different times of the year.

A Brazilian folklore game with a twilight zone-esque setting. It uses a WoD-like mechanics that is simple to understand. It includes the description for the denizens of the Setealém; the three courts of forest spirits with unique personalities and goals. I like how the authors portray the world, giving a sense of unease with the characters trapped in an alien but familiar, beautiful but treacherous landscape.

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A game that examines the roles of women in traditional folklore and rewrites them. I love both the mechanics and the message it carries. The mechanics is a simple 3D6 pick highest/lowest depending on your descriptors. A character starts with descriptors that fit their traditional gender roles, but they get to replace them with new ones as they act defiant to the roles assigned to them. It is a beautiful and thought-provoking game!