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Côme Martin

A member registered Jul 26, 2018 · View creator page →

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En effet, itch n'est pas pratique pour ça !
Envoie-moi un mail à come POINT martin AT mailfence POINT com et on en discute :)

Commençons par poser le fait que ce jeu est beau, avec une maquette simple mais visuellement très efficace, au-delà de mes maigres capacités et dont je suis donc foncièrement jaloux. Mais le dernier jeu de Milouch est aussi une très chouette proposition poétique autour de la figure du hobo, en nous proposant d’incarner des personnages en errance perpétuelle (une grande partie du jeu tourne autour de la manipulation d’une carte des États-Unis) qui se croisent et mélangent leurs vies et leurs souvenirs… Un beau jeu qui n’a d’autre but que de raconter des histoires glissant sur les rails, le tout dans un enrobage queer et cour des miracles : une grande réussite !

Eh, I don't kinkshame! Thanks :)

I came in for a funny game but what I found was something surprisingly flexible, with a lot of agency given to the players to create any kind of setting and atmosphere they desire, with as little or as much action as they like… Very well done!

I'm terrible at these kinds of games, but this is such an awesome concept!

Mais, au-delà du thème du jeu, en tant que jeu Un Lieu paisible est justement un objet extrêmement réussi : réalisé et illustré de bout en bout par son autrice, le tout est très joli mais aussi très malin dans son game design, proposant une version très narrative de ses règles avant de dérouler des variantes (avec MJ, avec hasard…) tout en expliquant leur intérêt, de donner des exemples d’ambiance et de personnages qu’on pourrait utiliser, sans oublier de toucher un mot sur les thèmes du jeu… Bref, en 30 petites pages Un Lieu paisible fait bien mieux que beaucoup de gros jeux en prouvant à quel point il s’agit d’un jeu réfléchi dans ses moindres détails, ce qui en fait une grande réussite !

J’aime beaucoup ce concept d’histoire-puzzle forgé par l’auteur, qui correspond à une façon de raconter une histoire en jeu de rôle finalement assez peu répandue alors que ses potentialités sont énormes : une partie comme un tableau pointilliste que l’on complèterait au fur et à mesure, où les éléments sont toujours les mêmes mais jamais dans le même ordre, reconfigurant à chaque fois ce qu’on se raconte. Je sais pas vous, mais moi ça me laisse rêveur…

Look, the premise of this single player game is totally stupid, since you explore deserted and strange offices in search of toilets where you can finally empty your bladder. But, as it happens sometimes in games that are both fun and well done, B&B still presents some really interesting exploration mechanics, a kind of cross between a blind solitaire and a maze exploration, all this with the luxury of offering 4 different ends. And I like it when people get serious about stupid things, so I applaud it!

This is a very modest but very successful zine! In a few pages, the concept of a reality show is deployed, in which players will both embody clusters of candidates and jury members throwing more or less ridiculous contests at them, all with a good dose of randomness to know what will be played and how it will happen, and just enough light mechanics to make a whole season of the reality show in question, until only one candidate comes out of it with the honors! This is the kind of content I like to see on itch: accessible, measured in its proposition and doing the job very well!

What an excellent one-pager! Beyond a humorous/critical conceit, it also offers very cool mechanics that blend with the theme very well and manage to mix mechanical and narrative progression at the same time, all the while being extremely original.
I can't wait to see more from you!

VERY cool concept! I hope you'll develop it like you intend to; it promises great things to come!

« L'un des jeux les plus originaux que j'ai eu l'occasion de lire » déclare Poulpy, dans cette critique décortiquant de façon très complète le système du jeu !

Si vous voulez voir à quoi ressemble une partie du jeu, en plus de l'actual play publié chez 2d6 + Cool visible ci-dessus, il y a aussi celui de JdR Factory !

If you're curious about how the game came to be and what you can play in it, you can check out this interview Nicolas & I gave at Wobblies & Wizards!

With such a cover reminding some underground American comics I like and such a pitch (dinosaurs in space), I couldn't miss this Kosmossaurs! The presentation of the game is just right, there is finally a nice graphic design with just the right amount of quirkiness that doesn't copy MÖRK BORG, and that's great. As for the system, it's very simple, with a bit more rules for the combat (because we have a real RPG here, so there are necessarily combat rules) and a bunch of random tables to help the GM to build a scenario quickly... So, all good? Almost, because it's strangely the character creation that I would have to criticize for being too vague: unless you're an expert in toothy creatures, it lacks an inspiring page or two to create a dinosaur that makes sense. But that's really nitpicking as the game is so exciting as soon as you read it!

Thanks for the kind words :)

I’m glad you enjoyed the game!

I'd had my eyes on this little game for a while, which seemed like a cousin to the very attractive family of underground and mysterious space exploration games (I'm thinking of Grant Howitt's The Rules of the Deep but also the sublime Veins in the Dark of course), with, indeed, a small system to generate infinite and dark spaces.

This is a game that's all about sketches, but with a system of rules that supports this atmosphere of survival / anxiety: adapted inventory rules, a logic of memories serving as health points, a very nice bestiary...

It makes me want to go underground once again, and that's not just a question of high temperatures.

Oh merci, ça m'avait échappé !
Une très chouette tranche de soleil <3

Thanks for your review!
Honest compliments and criticism is what I root for.

You should purchase it on the page, in fact! There's an option for it :)
Tell me if you can't figure it out and I'll get in touch!

I am one of those following updates! I've played LOK a couple times but have stopped since you started updating it—I'll wait for the complete version and am definitely interested in a print version, provided it doesn't cost too much to ship to France ;)
Keep up the good work!

On peut toujours compter sur le duo infernal composé par Nicolas Folliot & Jan Van Houten pour fournir du jeu de qualité ! Rien à redire, donc, sur cette petite aventure formidablement mise en page et prodiguant une aventure en solo aux règles vraiment bien pensées (ça repose beaucoup sur un équilibre entre une prise de risques qui fait gagner du temps mais perdre de la vie, et l’inverse). Mais la beauté de ce jeu gratuit repose surtout en ce qu’il est là pour accompagner un album du même nom, composé par Artuan de Lierrée que je ne connaissais pas ; un très chouette petit album de musique médiévalo-rôliste qui s’écoute avec plaisir pendant sa partie, ou l’inverse. Je dois aussi mentionner Angela Quidam pour compléter toute cette petite équipe qui m’a fourni un plaisir de lecture inattendu cette semaine !

Jan est un excellent dessinateur doublé d’un game designer de talent : en témoigne cette suite à son jeu de rôle expérimental et sans texte OCTIP, gros coup de cœur de ces derniers mois. Alors, qu’est-ce que c’est, OCTIP 2 ? Il y a un thème un peu plus clair, pas très loin de quelque chose à la Animal Crossing ou Stardew Valley, mais avec des dinosaures… On peut y parler avec des villageois, pêcher des poissons, fouiller dans les profondeurs de la terre, planter des légumes ; tout ça avant qu’une météorite ne nous arrive sur le coin du râble. Enfin, ça c’est mon interprétation et tu y verras sans doute autre chose ; peut-être que pour toi OCTIP 2 c’est quelque chose qui s’explore à plusieurs ; peut-être que ce n’est pas un jeu mais une histoire à trous ; peut-être que c’est juste de beaux dessins à admirer ; une chose est certaine, c’est encore une réussite.


Jan is an excellent illustrator and a talented game designer : this sequel to his experimental and textless role-playing game OCTIP is a good example. So what is OCTIP 2? It's a little more clearly themed, not too far from something like Animal Crossing or Stardew Valley, but with dinosaurs... You can talk to villagers, catch fish, dig in the depths of the earth, plant vegetables; all this before a meteorite hits you right between the eyes. Well, that's my interpretation and you'll probably see something else; maybe for you OCTIP 2 is something to be explored by several people; maybe it's not a game but a story with holes; maybe it's just beautiful drawings to admire; one thing is sure, it's still a success.

It was a numbering error indeed! Thanks for pointing it out :)

Here is a little role-playing game that is a true model of its kind. In about thirty pages, it offers an excellent pitch (in a world where everyone can have three wishes, the PCs, who have exhausted theirs, track down those who still have some left), efficient, immediately understandable and clever rules (a dice handling system that combines light strategy and luck) and a nifty mission-based game structure. All of this with a clear, airy, no-frills layout and illustrations that do the job very well. I expected Wishless to have an interesting concept but I didn't expect it to become one of my recent favorites!

Yes there will!

Thanks so much, very appreciated! <3

The full version of the game was successfully crowdfunded last month and should be released this summer!

An interesting proposal: you play a teen detective working alone on a case, with the whole game revolving around how you're gonna talk about said case to your companions when they return.

Unfortunately, the game is a little lacking in terms of content: it does provide a framework and a random table to help you determine what the case is about, but that's it. A few extra tables, for instance providing ideas about NPCs linked to the case, would have been useful.

Still, for such a low, low price, I'd recommend giving it a read!

I debated with giving backers a discount, but in the end decided against it: the printed version wasn't actually funded by the campaign, so that wouldn't completely make sense!

I am not a superfan of Wanderhome, that peaceful role-playing game whose sessions consist in rural romps (not that this is in the least a criticism: the game lacks a bit of adversity for my taste, but I understand very well the deserved success it has had). This little unofficial supplement could make up for what I miss, since it proposes to organize a murder mystery in the universe of Hæth, and my goodness, the two genres seem to marry surprisingly well! Besides this nice idea of marriage (which is already enough for a free supplement), the document proposes some inspiring places and especially the opportunity for a player to play the dead man through flashbacks and objects emotionally linked to him, which seems to me an excellent idea that I would like to steal to set up a similar atmosphere in another setting...

This is a very intriguing game: it starts from its cover and reads almost like a novel or a diary, the story of the creation of a world and its exploration by a voice urging us to follow it, sometimes literally (we are frequently incited to go for a walk while thinking about the game). The author himself admits he doesn't really know where his creation is located, nor even if it will be played or read, but I liked its strange aspect and its quasi stream of consciousness style... And I should mention the file is stuffed with links hidden in its images, most of the time strange and old songs coming to add a layer of charming weirdness to the whole!

I was looking forward to Grant Howitt's collaboration with Jay Dragon, and it didn't fail in terms of sparks. The Rules of the Deep mixes old-fashioned dungeon exploration (with initiative rules and all the rest) and mystical descent in underground passages reminding me of my experience of Veins of the Earth: in a series of increasingly surreal rules, the two authors manage to create an atmosphere that few longer games manage to summon. And on top of that, it's a legacy game, where each group of players personifies the underground while trying to sanitize it... So what are we waiting for to go down?

"Pfft", I sneered before reading Logan, "this guy is making an autobiographical RPG when he's barely in his twenties, hello big ego!" I wasn't wrong—any autobiographical thing has a big ego component, I know what I'm talking about—but Logan is a really interesting game model: after all, what's the difference between slipping into the shoes of someone you don't know and those of an imaginary character? And I like games telling the life of ordinary people, so the events through which this more or less imaginary Logan passes can't help but speak to me...
No, in the end, if I had to reproach something to the game, which is superbly designed, it's that it's too short ! The recreated events, except one or two, are a bit too banal to inspire me and don't represent so much important moments in Logan's life as moments captured seemingly randomly. But perhaps, in the end, that was the point: of showing that even mundane lives have their share of memorable moments?

The concept sounds super interesting!

Unless I'm mistaken, however, the .zip file only contains files for the book cover sides…

Is it possible to be nostalgic about a video game that has never existed? Can one find a role-playing game beautiful and touching without having played it? I think I confidently answer "yes" to these two questions in the case of ARfHPO-TFF. This single player game is about walking the plains of an imaginary MMORPG at the end of its life, redoing the quests with a new character, just for fun. The game seems to me enjoyable on this pure quest angle, but beyond that, it's also a poignant reflection on what it means to play a game, how it can impact our lives, and what we take away from each game once we put the dice or the console away.

This great little role-playing game caught my eye with its discreet legacy aspect: the hero you play faces different obstacles that all require you to be big, small, or big-small, the challenge being that you can only change size by dying and starting over. In addition to this great concept, the text of the game holds in a nice balance between sibylline poetry and clear instructions, which is not something everyone can do; finally, I am told that this is the first stone to a building that will include many, and that completes my dream! From big-small, we can certainly remove the second adjective...

Merci à toi pour ce commentaire qui me touche :)

I think that's one of the sweetest reviews I ever got about one of my games. Thank you SO MUCH <3