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A member registered Jan 01, 2022

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Looking through this and it looks fantastic! Just out of curiosity, are there rules for solo play or is this only for multiplayer?

"H-hello? Uh...Hello hello? I, uh, wanted to leave a review here to give you some insight on this game I played..."

I recently finished my first playthrough of One Night at Dreddy's and felt compelled to leave a review with my thoughts!

Much like the base game itself, One Night at Dreddy's places you in the shoes of the intrepid Night Guard, tasked with keeping an eye on the place and keeping yourself alive long enough to get out of there.

One thing I really appreciated about this game was its exploration of economic horror, which I feel is an underrated subgenre of horror that deserves to be explored more. The game truly makes you feel like your in the shoes of someone desperate and fighting to stay alive - all for a night's worth of meager wages. It's also a subtle exploration of corporate corruption and exploitation - you are told nothing of what will happen to you, and suddenly find yourself confronted with a situation where your options are to die at the hands of an animatronic - or die more slowly at the hands of a system that does not pay workers what they're worth for the dangerous job they must do. This was never deeply explored in the games themselves - and given the recent direction the FNaF franchise has gone in, I think this serves as both an excellent game to those who love the games AND a critique of capitalism.

A couple of bits of constructive criticism:

- Ensure that any cards with special instructions are very clear on those instructions. Example: I drew the King of Clubs before drawing the Queen of Hearts. I wasn't sure if I had to return the King to the deck remaining or if I had to remove a token. I ended up doing both on my playthrough only because I completely forgot which one I was going for.

- I would personally recommend breaking the game down into Nights as oppose to Hours. I believe I ended up playing a 13-14 hour night; however, depending on how the game goes, it might end up being even longer than that. While the game does mention that both time and the restaurant are warping and twisting, it seems to me that at some point the player would lose track of time if they're in there for too long.

All in all, these are just nitpicks for what is otherwise an excellent solo journaling role-playing game. If you have nostalgia for the older FNAF games, a deep relentless dislike of capitalism, and a desire to support a great gamemaker, consider picking this up!

"...Yeah, they don't tell you these things when you sign up. But hey, first day should be a breeze, I'll chat with you tomorrow - and remember, only pull from the tower when absolutely necessary. Gotta keep it standing. All right, goodnight!"

This game is really something special. I don’t often leave comments, but I have to on this one, just because I love it so much.

This game has had me writing more in the past few months than I’ve written in years. It’s helped me gain confidence in my ability to write my own original stories, instead of just writing fanfic (which is absolutely fine, but I’ve always wanted to write/publish original fiction - I’ve just never had the confidence or drive).

The author cites Stardew Valley and My Little Pony as inspiration for this game, and while I agree with it wholeheartedly, I also wanted to add another comparison I thought of while playing: the Atilier series of games, specifically Atilier Ayesha: Alchemist of Dusk. The stories have some similarities: Someone’s missing and you find out what happens to them and possibly rescue them over the course of a year, and you yourself take on the role of a potions-maker crafting things for your patients - much like the titular alchemists of the Atilier series does. 

I’ve been playing for roughly a month and a half now and am almost at the end of spring. I can’t wait to see what the other seasons bring!

So I just finished my first playthrough of Invicta and thought I would leave my thoughts for anyone who was curious!

Overall, I really enjoyed this game. I came for the ability to give my train whatever pronouns I wanted, and stayed for the very Drakengard/Yoko Taro-esque  grimdark nature of the story. It's not often that you find an RPG where you play a literal hell-train trying to escape a stagnant, dying empire while battling both foreign enemies and the forsaken souls bound to you! I definitely feel like I got my money's worth from this - I played it on and off over the course of several days. The battle mechanics add a nice little degree of uncertainty to things as well.

That said, there were a few snags I hit along the way where I feel like the rules could have been clearer, or the prompts adjusted a little bit more to take into account how you were playing. While this is nitpicking, it did take some time for me to think over how I wanted to handle it. For example:

1. There are some prompts that allow you to consume a soul to "Mark one soul." The rules at the front of the game don't really explain this, or what the consequences, positive or negative, would be, so for the longest time I just kept them. It took reading through the prompts themselves to find out exactly what the purpose of marking a soul was, or what it would mean for my game.  (For this prompt in particular where I discovered this, I felt there might have been a typo as well as the task was a little confusing when first reading it.)

2. Some of the prompts may not seem to take into account that a player may be placing the Ace of Hearts at the top of their deck - some of the prompts have you take on passengers or interact with others as if you were still fighting for the Empire, rather than being a runaway train.  I wrote these as if my Invicta were trying to fool people or be sneaky, so that might be an alternative if you choose to play this way.

3. The game doesn't state what to do if you run out of cards. I didn't on this playthrough. I'm assuming this would end the game in failure, but again, it's not clear.

I want to stress again that these are nitpicks, for the most part. This is a solid game with an extremely interesting premises, unusual protagonist, and just enough foundation to frame the world, but not enough that you can't go hog-wild with imagination and add what you want. If you're looking for a great solo game to kill some time, pick this up!

I recently did my first run-through of this game as The Preacher and had an absolute blast.  The system is simple to grasp and understand, the situations varied and numerous enough to keep one entertained for a long time. Though the Dark Tower roots are clear if you know what to look for, it’s open-ended enough to really allow you to go wild and be as detailed or as vague with it as you want to.

My preacher fortunately survived his encounter with the Cowboy. I’m looking forward to playing as The Witch next!

Hi! I’ve heard great things about this game and want to try it. Question, though - can it also be played as a solo RPG?