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CurseNightGames

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A member registered May 04, 2019 · View creator page →

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Hello! The A.I. stat blocks have been updated for Cairn and 3 or 6 stat blank pages.

That’s doable! Not everyone plays a D20 game so I can certainly rework the blank sheet for a game without armor class and the six stats. Thanks for your input!

Thank you! I hope you enjoy the newest version of WARRUNE, out in early access today. 

Aw nice! Thank you.

Did you get that resolved? cus I can still send you a download key.

https://cursenightgames.itch.io/trusted-with-its-true-name
https://cursenightgames.itch.io/victors-gm-less-oracle

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What's the duration of the sale?

https://cursenightgames.itch.io/trusted-with-its-true-name
https://cursenightgames.itch.io/victors-gm-less-oracle

Oh my gosh thank you! Yes please, I would be so happy to see the work translated for others to enjoy. Thank you so much for your kind comment, it always means a lot.

CurseNightGames - itch.io this is my page. I have a couple creative commons resources if anybody wants to take a look at Trusted with Its True Name and Victor's GM-less Oracle.
If you bought the Solo But Not Alone bundle, good news, you own my games already.

Most definitely, you can find me on the discord server for the jam or email me at monstrouslogic@gmail.com

Oh awesome! Unfortunately I only design pen and paper tabletop games, not computer games. I'm sorry if I wasn't clear about that on my post. 

However there's no experience required to work on tabletop games, there's literally zero barrier to entry beyond an interest in board games and RPGs. I highly encourage you to try it out anyways, even if it's just a proof of concept to get feedback on.

Thanks for your interest though! Sorry I don't require your mad audio skills. You may be interested in another jam happening very soon that is ALL AUDIO! You can check it out here https://itch.io/jam/no-video-jam

Hello everybody,

Super stoked for this opportunity to make tactics games with you fine folks. I'm Victor, I make TTRPG products under Curse Night Games with an emphasis on tactics and crunchy mechanics. I made the solo ruleset Monster A.I., and I’m toying around with a proof of concept XCOM inspired game which I hope to develop for this jam.  

The pitch for the project is a light to medium-weight tactics combat game that’s faithful to the XCOM series.

  • Cover-based shooting with a d20 roll under system and simple d6 bonus/penalty modifier ala Lancer RPG.
  • Base and troop management inspired by Band of Blades.
  • Solo-able gameplay with “AI” enemy combatants that control themselves akin to board games like Gloomhaven and Sword & Sorcery. 

If that sounds overly ambitious, would it help convince you if I said I already wrote out a good portion of a ruleset for the general combat side of gameplay, as well as previously released a complete pen and paper A.I. system (two of them, in fact)?

I’m looking for a designer or artist or two who love tactics games and has experience with Band of Blades. Someone I can bounce ideas off of, playtest together on tabletop simulator, and who has ideas for how to handle base and troop management and flesh out the lore and chargen side of the game. Whatever we end up creating will be co-owned by us and hopefully we’ll get something dope to sell together.

Touchstones for the project: 

  • XCOM series by Firaxis Games
  • Gloomhaven by Isaac Childres
  • Band of Blades by Stras Acimovic and John LeBoeuf-Little
  • Lancer by Miguel Lopez and Tom Parkinson Morgan

(And for folks who are interested in a GM-less solution for enemy combatants, I offer a Creative Commons GM-less Oracle that doubles as an AI tool.)

Good luck to all the creators!

Hello everybody. I'm excited to announce the release of what I think is a truly innovative design in RPGs and tabletop gaming. This is Monstrous Logic, an easy to use, highly compatible system for using automated enemies in your tactical tabletop role-playing games. It's ideal for prep-less game sessions, solo, and GM-less games of your favorite tabletop RPGs.


Monstrous Logic is strongly influenced by Gloomhaven by Isaac Childres and Sword and Sorcery by Simone Romano and Nunzio Surace, and it builds upon and improves on their rules for automated enemies. It borrows the robust pathfinding rules from Gloomhaven with the condition-based, deterministic hierarchies of A.I. behaviors from Sword and Sorcery to make the most advanced and yet elegant system for tabletop RPGs that I've seen currently in the market. 

It's gotten some buzz and very kind remarks from professionals in the indie RPGs community, including Dai Shugars of GMDK and Fiona Maeve Geist of too many projects to list but probably best known for her work on Mothership RPG.

Buy Monstrous Logic for $4.99 at the link below, and if the cost is a hardship for you, please claim one of the community copies for Monstrous Logic.

https://victor-a-gonzalez.itch.io/monstrouslogic

Thank you. I hope to get a playable version out sometime soon, as well as a revised set of rules and lots of graphical elements to illustrate progress trackers.  Right now I'm toying with the idea of adding  card costs and some sort of energy points system to balance out the cards and add more considerations for gameplay (which could slow down players' turns, but I'm pretty confident in how I can ameliorate this through familiarity with/repetition of cards and clear graphic design). I may put out a version on Tabletop Simulator since I think that would be the easiest way to playtest over the internet. 

That's all going to have to take a backseat to my current project, a book/bestiary on a monster A.I. system I developed. But I'm basically working on the two simultaneously so hopefully ORPHN-1 v 0.2 won't take long to develop. 

Tell me about it, I bit off more than I could chew with my game. 

So I wanted to leave some feedback. I like your dice mechanism a lot! It's just so intuitive that your odds increase with better dice,  even if the probabilities are extremely inscrutable if you don't know shortcuts for doing binomial distributions. But you don't have to, the odds just feel right on a gut level, and getting to choose your own target number reinforces that gambling mentality. I also really love that you can exert yourself and roll more dice by paying life. That was one of my favorite mechanisms from the Conan board game and I'm happy to see it used in a horror context.

My only complaint is needing up to 6 of each die. I'd need a randomizer app to play this but it's still preferable to the d20 algebra of 5e. What inspired your design?

This might be my favorite of the dozen or so I've read so far. Good job!

I'm sorry for the inconvenience, something went wrong with Scribus as I exported to PDF. I'll fix it when I go back to revise the document.

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Thank you. Its systems are an experiment in making deterministic systems that convey clear information and encourage cooperative gameplay. It takes the conflict resolution mechanism away from the binary die roll of "I can/can't do the thing this turn" to "we can do it in x turns if we work together." 

It's okay, I think reading RPG books is just as valuable sometimes as playing them. Thank you for the feedback and for reading ORPHN-1.

I found it on a website with public domain artwork. This is an artist's rendition of what a solar eclipse looks like from the moon. https://publicdomainreview.org/collections/photographs-of-models-of-the-moon-187...