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companionwolf

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A member registered Jan 28, 2021 · View creator page →

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This is very good! Not super flashy; headings are clearly defined, I can understand what's what. The text is clear for the most part contrast wise-- I really like this semi-plain text look, it works well (at least for my eyes as a visually impaired person).

This has a lot of good detail! I do think maybe you should bring the 'what's really happening?' section up-- GMs will likely want to know that rather quickly so they can build toward it well. 

I think maybe also you should reconsider the order of your locations. It's a bit confusing to go from the employee entrance to the roof, etc. 

A map of some sort would also be super cool, maybe ASCII??

The fact this mission includes a number of things to do is great; it breathes, feels alive. Tbe hacking stuff at the bottom is really fun, I haven't seen anything else like that out of the submissions I've rated. This feels very classic cyberpunk, but I can see it being able to be used in other sci fi genres too with a bit of adjustment. 

I think my only thoughts here on what to improve is that you might want to consider adding a bit more detail to the setting-- like more history, etc. Just to make it feel a little more like people really work here-- you're already on the right track. (:

Suggestions:

- move the what's really happening section closer to the top for the GM

- reconsider the list order of your locations

- make a small map? maps plural?

- add just a little more backstory etc to the building, elevate the sense that people work here!

Pretty plain text document, which is actually really appealing for me as a visually impaired person. I found this very easy to read and digest. I think adding a little visual flair in the way of more distinct headings and indication of NPCs (maybe bold their names?) would elevate this. 

This is really bare bones, leaving a lot of room for the GM. That's not a bad thing, but I found myself wishing for more elaboration on what Rose could do as a Fempanion-- maybe statblocks for her and the other NPCs? 

I also found myself a little lost with the lack of clear setting; a little more detail for that as well as potential events stemming from the complications might be helpful. Mostly I think this needs some fleshing out-- give GMs a little more work with, but still leave room for them to play. 

Otherwise, you've got a decent start here. (:

This works well as a cyberpunk mission! It's got rogue androids, people in power with dubious motives...visually it is a bit bland, so my advice here is add some color and some intentional layout/formatting for your text. Maybe since this is about an android, your color scheme could be silver and some shade of pink? Just a thought. 

Suggestions:

- keep a plain text version!

- add some distinct visual flair to your text (make headings stand out, bold NPC names?)

- elaboration on your NPCs (more details about who they are; what they can do; statblocks?), and your setting; give the GM a bit more to work with

- add some color and layout with intention!

This is very readable, especially for me (a visually impaired person), so thank you for that! The text stands out well against the page, so contrast is good. I found myself wanting a little more in way of visuals, but maybe you're planning on adding those eventually anyway. 

Visuals may help keep the reader focused, as I found myself getting a little lost in the text. 

I like that there's a number of ways this mission can go, and you don't lock a GM into anything in that way. The fact there's a best ending sort of (where the AIs chill out and Green eases up) is great-- I wonder how many tables will achieve it?

There seems to be a decent amount of moving parts to this mission, so I worry a little about handling the overhead as a GM, but I imagine more experienced GMs won't have much of a issue.

This works great as a cyberpunk mission-- AIs falling out of love is very on brand. (: The fact this was a Love 2.0 entry is awesome. I think you nailed that. As for urban exploration, that aspect seems a bit weaker; the focus seems to be the AI. 

Suggestions:

- add some visuals?

- maybe do a little more for the urban exploration aspects? 

Overall, this was a treat to read.  

Your layout design is cool! I really dig it. 

However, I cannot read this very well-- the contrast in general is relatively poor in my opinion and I found my eyes glazing over trying to parse it intitally. The text is also relatively small? Not accessible... please consider making a plain text version with no fancy formatting. Your visually impaired friends (like me) will thank you! 

The things on the side of the PDF (the white background with black text) seem a bit ....well, scronched! They're a little squished. You might want to choose a different font that is a bit darker or has more contrast, too. 

Otherwise, the design work is super neat. I like the punk sort of style, and white text on black IS very cool, so for those with not bad eyes, I'm sure they'll appreciate this more than me.

My first thought looking at this was 'I am not good at reading arrow' and 'this is a bit sronched.' The way things are laid out is neat; however, it makes things a little difficult to follow. I found trying to wrap my head around the flow of this mission hard for this reason. 

I really like how this has its own rules in it, and that you provided a bunch of random tables. I love a random table <3! The ASCII cat also made me really happy to see. Did you make it yourself?

This mission has the aesthetics it wants down pat, and I respect that. Making a coherent consistent theme for a piece is hard but you've done a great job. I didn't give this a 5/5 more due to the readability issues than anything else-- on its own, this rules.

Suggestions:
- please make a plain non-fancy layout version
- more contrast or just heavier font (to make it easier to read)
- the arrows confused me, so maybe try a few other layout ideas for that? you don't have to nix the arrows totally, just maybe try a different setup

Overall, this mission oozes aesthetic, and seems like a self contained piece-- I am eager to try it. (:

The very simple black text on a white background works well? but as a visually impaired person, I found myself wishing for more drastic contrast between the text and background-- maybe a different, darker base font? I also think having your headings be bolded might help with making it easier to find sections as needed. 

Otherwise, this is laid out rather straightforward, and looks very clean. The text follows a natural progression and I found it relatively intuitive to find what I needed, it just would be bolstered by being a little more eye catching/clearly marked.

I really like the name of this! It's fun. (: I think your method of suggesting ways to handle player choice (like with obstacle one) is well-done, although it may leave a GM floundering a bit if somehow their players do something not quite covered. 

This isn't a huge problem, though, and probably won't phase more experienced GMs. The use of clocks throughout the mission is great! Having things on a timer makes threats and situations real to players, and in turn encourages action, so good job there. 

I'm curious if Calvin can communicate with the runners? It's not quite clear. Having runners able to talk with Calvin would be kind of interesting. 

I think this fits the cyberpunk genre fine as a heist mission, and I can see it working in other sci fi genres too! Aesthetically the mission itself (layout etc) isn't super involved, but I don't think it needs to be-- still, maybe some more color or eye catching details like photos would be beneficial? I know I found myself a little lost in the text, given there's not much to break it up. 

Suggestions:

- make the text darker somehow (different font)?

- bold the headings/section titles 

- maybe add some color or black + white photos?

Overall, this mission looks pretty good, especially with the clean layout it has, and I'm very taken with the concept of Calvin. I really enjoy how there's potential for a GM to make a sequel game, too. 

As of Rule #1 - "All entries must be a physical game. Your game can be a TTRPG or a print-and-play game. If you think your game is a game, then it is a game. This jam is not for video games, though. Other, non-game zines are also welcome too!"

I'm a bit confused. This says 'all entries must be a physical game' but then at the end says 'non game zines are welcome as well'. Can you clarify whether this means ONLY physical game zines OR if non-game zines are in fact okay? 

Example: if I submit a perzine that is NOT a physical game in any way shape or form, but still adheres to the jam themes and rules, is that still breaking rule #1 and thus not an acceptable submission?

Thank you!

[Long-ish comment incoming, but it's because this game is good.]

Me and my friends did not get to partake in the cultural event of Blaseball as it was happening, and are currently patching together a understanding of it post humorously. This collides perfectly with the fact we are also a group who plays many TTRPGs together. Naturally, I noodled around and found B.L.A.S.E, which I hadn't even realized I already owned.

Cue the frantic discord message to our server-- YOU GUYS WANNA PLAY BALL? 'YES YES YES'

We haven't even gotten into narrative yet, just a test game to play with the mechanics and a few extra imposed rules (these relate to the campaign plot I'm cooking), and we are having a BLAST-- as of posting this comment, we're in the 6th inning and the Dallas Catboys (the PCs' team) are clobbering the away team.

This game is amazing. I hope you're still developing it; even if not, it's already given my group a wonderful time and I anticipate even more excitement and fun once we can start our campaign properly. 

TLDR: 11/10, will blase again.

I love the original T-DEF so much I spent months hyperfixtated on it and have a document where I bolted on like 30 pages of mechanics including rules and such for a sequel and now I see this and basically I'm genuinely crying tears of joy. Thank you for making this. I'm so excited!! <3

Hi! I love the aesthetic of this deck and hope to use it with your TTRPG zine, Flyover Country; how do you recommend one print the deck-- on cardstock, or perhaps through a on-demand print service? Thanks; I appreciate you! (:

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This game rocks my socks. I thought I wouldn't like the card mechanics but I do. Interested in looking at other games based on this game's SRD and of course playing this some more. 10/10 game, do recommend!