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CABBAGEHEAD

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A member registered Feb 04, 2022 · View creator page →

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Stellar with good body horror.

Great way to adapt a small prompt into an expansive heist mission.

I really like how the PANICO building has its own dedicated page and layout. The PANICO building feels like an enemy and character in itself. You need to climb through its guts without rousing the beast.

I like how it leans into the espionage elements of FIST.

Great way to adapt a small prompt into an expansive heist mission. I really like how the PANICO building has its own dedicated page and layout. The PANICO building feels like an enemy and character in itself. You need to climb through its guts without rousing the beast. I like how it leans into the espionage elements of FIST.

A neat mini-dungeon tied with a cryptid love story. I like the Fractal Vast and its inhabitants. Many cool little creatures. :)

Really good.

Cold Blows The Wind not only drowns you in danger but brings to shore a a monster and mission powered by dense art and eldritch experiments.

Despite the league of writing squeezed tightly into three pages, the layout is surprisingly accessible as long as you read left to right.

The Gaia Leak clock is cool. It raises the stakes and gives players a reason to not take Colonel Kraken and this menacing island too lightly.

Really good. Cold Blows The Wind not only drowns you in danger but brings to shore a a monster and mission powered by dense art and eldritch experiments. Despite the league of writing squeezed tightly into three pages, the layout is surprisingly accessible as long as you read left to right

Incredible sauce.

Thank you. :)

This was fun. :)

Terrifying. Will make time to play this.

Thank you! New community copies are added at the end of each month according to the number of new sales made. So any copy you buy donates another copy for everyone.

I have added new community copies for sales since 2024.

Collect my pages.

Thank you for asking. More community copies have been added.

Thank you. :) The game will be uploaded in a few hours. I look forward to you playing.

"A text adventure where you play as a mole in steampunk Victorian era England and must defeat Dracula.

Available on the Atari ST."

This feels so fitting for an Atari game.

Amogus...

Cold and unsettling. 5/5

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Do you like waking up with amnesia and finding out you're a detective caught in something wretched? Do you like the fumbling in the dark against a mystery that eludes you? Do you like Memento and Disco Elysium?

The Ouroboros Case is a quick and lean 48-word RPG that does all this. It's deadly simple to learn but inspires you to make a memorable (hah!) story. The real meat to these good bones lies in the attached 'Case File' replay.

My recommendation is to play the 48-word version before checking out the Neocities link.

Eepy games.

Thank you. :)

You nailed it. I was hoping to see an idea like this or an origami die. :)

Very evil screenshot. I will get a box soon.

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It's a House RPG! I had a fun time reading this. And I plan to try playing it with a friend or two. :)

The only thing I feel it could flesh out more is a solid way to end the game.

Based on the inspirations and the tables, I would use what the spirit desires to build up a mystery for the players to solve. Find the house's desire, fulfill it and survive in one way or another.

But the game does make it clear escape is unlikely. And if House (1977) is the inspiration, then a game of Nerve should focus on the horror vibes and scenes more than the actual escape.

Does anyone know how to unlock the secret Ferb level?

Really fun. It takes a flexible mindset to get used to how Odd Folk plays with kits. I like how if you pick one kit, you can start quickly without having to digest other kits on the table.

Oh wow, I was just looking for something like this to get nice screenshots.

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Thank you for the comment. :)

And good catch! You're supposed to have all fuses screwed in to solve the puzzle and there's more than one solution. I only give one example here.

I've updated the puzzle and it should work a little more clearly now.

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For legal reasons, I can only hypothetically say yes!

And thank you. :)

Community copies have been updated. :)

Yes. Each Place can be connected side-to-side. So they would have four "entrances". This wasn't communicated to keep the instructions short. So I'm writing a clearer Mapping section next.

Hi! Thank you for the questions.

1) You start by fighting THEM immediately. The intention was for players to start playing the moment they read the game.

2) You fire 3 Shots in a burst each time with your Pistol and the Three Kings. The only exception is when you have less than 3 Shots loaded. So you will fire the remaining Shots instead (1 or 2). This can happen if your total ammo for a gun is at an odd number.

3) WHAT REMAINS can only be found and picked after making THEM fall. Under PLACES, each new place you enter will have its own list of items or effects. Some of these items are the same ones you see in WHAT REMAINS. If you mean entering a Room under the list of Places given, you can choose to add either 1 Shot or 1 Skin into your Inventory.

4) You reload all your Shots at once. The game won't stop you from reloading less. But it would not be wise.

5) I split my answer for this in two parts for backtracking and revisiting Places:

  • Backtracking is useful when you want to keep track of important Places. Especially Lodges to keep yourself topped up, Locked Doors to work towards Masks and Boxes you plan to open later with Shanks to avoid THEM.
  • You roll to face THEM when you revisit a Place the same way you would when you enter a new one. This also applies when a Place becomes Empty. If an Empty room feels too risky, charting a new route around it might be better. But this can also have its own costs. If you're uninjured and need to restock at a Lodge with an Empty Place in the way for example, taking the shortest route could be safer than taking a detour with more Places in the way.

6) This is definitely a common problem I'm seeing from first reviews! There is a short preamble on the last page of the game right now. But it does not explain much. I plan to add a better introduction to help players get into play better in the next big update.

7) That's a good suggestion. I'll try to add labeled cutouts for accessibility.

And this was not in the questions but I notice dying quickly happens frequently for players. So I'm considering more options for players to adjust the difficulty for themselves without taking away the challenge facing THEM. Such as a better starting inventory and more risk-vs-reward effects.

Thanks for the compliments too. I hope you enjoy your next play!

That's great to hear!! :)

A few months ago, I downloaded a copy of this for the 2023 Manifesto Jam. This week I found it again when I was cleaning out old files. As a new designer, a lot of it resonates with how I feel and connect with art. It teaches and encourages you to make games which are "impossible" in a world that too often teaches us to judge things based on value and capital. It was really nice to read a reminder of that buried in my downloads. Just make things and enjoy the process. Thanks for writing this.

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Thanks for the feedback! I made some changes to address your questions so the new version (1.3.2) should be helpful.

1) If you missed a hit and immediately have to reload, you will be attacked twice. Once for missing and not immediately taking Them down. And again for reloading and giving Them the chance. If you're having trouble with this, getting a P. Mag might help a lot.

2) You only roll to check if you will face Them when you move into a new Place. The new version has changed the rule to make it more clear.

3) The penalties only happen to your Hit rolls.

4) If you mean "SELL for COIN" under FLESH, this was the old name for currency in a previous version. You collect and use EYES to buy things instead. You can find a small box to keep track of it under the INVENTORY heading.

5) Yes, you can only start tracking and returning to old Places once you get the compass. They will disappear otherwise. The cutouts can be physically printed and cut to keep track of inventory and your map. 

For inventory, the items can be placed on your inventory slots. You have a starting limit of 4x4 slots (-1 from your Pistol which cannot be removed) to work with. Note: The Triple King takes up 4 slots!

For mapping, the places can be arranged on a surface or paper to keep track of how things are laid out or connected around you. I realize mapping can be a little obscure. So I will try to make something for that in the next update.

I hope you have a good time playing!

I'm glad to hear that! And hey, I wish you the best and a good week. If you have someone you can reach out to or give a call, I think that would be a great idea and hope you can do that.

Hi!

  • There isn't a real limit to the game. But I would recommend a maximum of 5 based on the relationship prompts. If you run out of prompts, you can technically still reuse any of them. The game is GM-less. Everyone reads the rules, plays and facilitates the game together.
  • This is a great question! I put half an hour when I first made this. Because I tested playing it solo first. But more games with groups have taught me this can actually last quite a while when everyone gets really immersed. The longest session I had with WNL was 2 and a half hours and the shortest lasted only 20 minutes (But we did cut this off halfway).
  • There isn't a dedicated solo mode. But it is possible and I encourage it.

Thank you for these questions. They really gave me some things to think about. And I'll update the game's description to fit. Might also add a page about solo mode if I have the time.

I also added 10 more Community Copies + 8 from recent purchases. You can grab a copy if that helps!

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good game

Very well done. I really like this feeling there's an interesting blend of styles between tarot cards, comic and modern layout.

Very cool.