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Masks Attraction (ASPERALOGIC Games)

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A member registered 31 days ago · View creator page →

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Being hard on myself makes me stronger and better.🌚

I understand everything you mean and those things have a point even for me (I am extremely stubborn), but I don’t wanna change visual style😁 Nevertheless, I’ll make it easier to read by limiting the design to two fonts per page as a compromise between the “I’m an artist, this is my vision” mindset and reader comfort. I’m not ready to give up on my vision just yet, haha.

As for the feedback from other designers: like you, they pointed out readability issues caused by the text layout and the number of fonts used (six in total across the document). However, I hadn’t paid much attention to that, since they tend to favor a clear, orderly structure and dislike chaos in any form - even the creative kind.

I hope, I will upload 0-patie… 0Duality ASAP and it will help to get the whole system phylosophy and message I sought to convey including through the layout and fonts🌚

Anyway, here are my last 90% of work on the game!

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I appreciate you for your words. I’ve met some negative feedback and will update files and project page on Monday or Tuesday first for clearing the game’s problems. You can find more info about update on Molten Echoes project page in comments section. I would be glad to share experience and give some tips after that update. You can mention me on 1100 Words TTRPG Kitchen Jam’s Discord on Tuesday or Wednesday

Thank you for your constructive feedback! I’m glad you enjoyed atmosphere and lore of the game, it’s ideas and phylosophy.

You’ve raised some points and I’d love to clarify them:

1. The Molt metaphor: The metaphor is biological: Rider is the one who sheds Host like an old skin when connection snaps. Rider doesn’t die, but it casts back to ether, leaving Host behind and getting some “Echoes of Molt” with it. I will think out how to rephrase this in th text to make it clearer for readers.

2. Layout and Fonts: I guess you had the most struggles with “Tether Skills” and “Field Notes” pages. I wanted to create modular dashboard where the reading order is mostly irrelevant, especially if you follow classic L-to-R, T-to-D flow. However, I see how this can be disorienting without visual guides, so I will add subtle arrows or numberring in the next update for those who prefer a structured path. I will also upload clean plain-text version for accesibility.

3. Game-loop. Thats the most relevant observation for me! I.. just.. forgot about it… I forgot this part of playbook is the most important if the game is not traditional. I will add this page in next update also! Honestly I havent prepared example or game-loop for demonstration rn, but I could describe it in comment section untel the update.

I will not be able update PDFs before the Jam ending (due to some family plans), but expect the “patch” around **Monday **or Tuesday. I have about 180 words left and 1100 limit will be kept.

This is an extremely unpleasant situation for me, as I was convinced everything was ready, yet I failed to take such simple things into account.

You’ve uploaded markdown (.md) format:)

So, If my Accuracy is 1 and Damage is 3 and I attack, I roll 1d6 Accuracy and 3d6 Damage if my Attack hits? And for Accuracy 3d6 I would need just 1 result 5-6 for hit and then rolling Damage dice?

Its what I understood from rules. I know it is hard to create “perfect” ones when you are deeply in context;)

Am I correct? You need to roll accuracy and then damage? Why?