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cubic_wombat

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A member registered Mar 05, 2024 · View creator page →

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This game looks great, it's an interesting spin on the firelights system, though I do have a couple of questions:

1) What happens when you get a hit/setback when you STARE INTO THE ABYSS? Does one of your approaches remain at +3?

2) I'm not sure if I messed up the settings on my printer, but the game didn't fold very neatly when I printed it in A4 paper. I tried again with the same result, one side of the page always has more blank space than the other. If I try to fold the page at the black, vertical lines, then the paper can't fold neatly into itself because one side of the fold is much bigger than the other. Is this supposed to happen, or have I made some sort of error?

Thank you so much, I'm glad you enjoyed it!

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I'm not sure if it is possible to play a storytelling game like this competitively, like some sort of MtG tournament in an LGS. Even if it were, I don't think it would be fun for the people involved (I'm happy to be proven wrong of course!). One of the main themes of the game is destroying the self by destroying the other (and vice versa), which is why pretty much every game of Magewroth I've played ended in a tie: the longer you fight, the more people get hurt in the story. 
I suppose you could isolate the few mechanical components of Magewroth and use them to build something more suited to competitive play, but that would basically require making a whole, different game. I don't really have any ideas or suggestions on that front, you may have to look at other games and designers for inspiration.

Your ideas on buffs sound okay, I'd recommend playtesting to see how they work in-game. And thanks for the interest in my game, I really appreciate it!

Could you expand on your first question? I'm not sure I understand what you mean by tournament.

As for your second question, I like the idea of storing cards and giving them an enhanced or different effect (maybe to balance that you could give players the option of either drawing a new card or using a stored one?).  Since you'd like to reduce luck-based elements you could simply have these be flat increases in health or damage; for example, stored cups would heal you for 3 points and stored wands would damage your rival for 1 additional point each time you attacked. I'm not sure how this increased mechanical complexity would mesh with the rest of the game, Magewroth is essentially a prompt-based storytelling exercise, but I happily encourage you to experiment with it!