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cyberjunk

25
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A member registered Mar 15, 2020 · View creator page →

Creator of

Recent community posts

Without giving anything away, there is more to do!

Oops must have missed that. Interested to see this idea expanded upon!

Really cool idea! The jumps feel a bit weird, and you can get into situations where the level can't be solved because you've stacked corpses in the wrong configuration, but overall its fun to use corpses as platforms

This hurt my brain in an awesome way. I would love to see this expanded upon!

This is a super cool idea! I would love a little more incentive to move my paddle in one direction versus another.

Really cool stuff! Loved being able to mess with the edges of the map.

Really cool idea! I do wish you had a bit more freedom in how many steps you could do and maybe even repeating actions so the puzzles could feel more open ended. Would love to play a fleshed out version

glad you liked it! I made it in Game Maker

Got an error and could not play :/

Fun mind bendy implementation of the ghost recording idea!

I recognize this may be disqualifying, but I would rather have people play the game. I should have uploaded a .zip rather than a .exe. If you want to play, you'll need to download this.

https://drive.google.com/file/d/1jfxX8K8vy55Oy45aqVD4LaT9D-THVhK9/view?usp=shari...

I recognize this may be disqualifying, but I would rather have people play the game. I should have uploaded a .zip rather than a .exe. If you want to play, you'll need to download this.

https://drive.google.com/file/d/1jfxX8K8vy55Oy45aqVD4LaT9D-THVhK9/view?usp=shari...

Only when you have circled all values for that action

If you're still interested, we have a second draft set up on Tabletop Simulator!

I appreciate your take on it! Thanks for checking it out.

I too have taken a long time getting back to people. Sorry!

Really appreciate the feedback! Right now we're working on a second draft to fix some of the issues you had, and to add a little more challenge to the game. Battling mutants is something that could definitely be adjusted.

The ToRK-ulator is a complicated one. It's meant to allow players to pick up ToRK (Mind, Body, Soul) from one spot and place it down on another spot whenever they wish. We're most likely gonna nix it for the sake of streamlining the game, although we're trying to find ways to make these somewhat complex and abstract ideas a little more clear to players so they can use these weird things to come up with more unique strategies.

Thanks again for playing. We'll let you know when the second draft is ready!

Cool mechanics for a TTRPG! My friend and I are really into these kinds of games, and have actually been toying with the idea of playing a card-based version, then you come along with just that. We enjoyed the way rounds work and the way limb damage works.

Unfortunately, we were only able to run an encounter with 2 people, one as GM and one as PC. This may have been a mistake because the PC got absolutely demolished by the Dreadwolf. Playing with 2 people also made it hard to play cooperatively for obvious reasons, so we needed another player to fully test that aspect of things. I know TTRPGs typically require GMs, but I wonder if there's a way to automate the monster's actions by randomly drawing from their deck. Cards are a really useful tool for that kind of thing.

Another problem came up with how we were using Interrupts. It seemed like the PC was constantly being interrupted by the monster's actions. There's something really cool about being able to see the timeline and make decisions based on that, but I could see getting into situations where either the PC or the monster is constantly getting interrupted if they take actions that cost more than 0 time. 

I like that you included skill checks, but they were a little confusing. What number was I meant to judge the player's success against?

Overall, you have a cool foundation here. I could easily see this being turned into a cooperative board game like Gloomhaven with some automation and some tweaking, but it could just as easily be a full TTRPG with some elaboration (which it sounds like you are working on).

Can't wait to see the finished game!

Cool mechanics for a TTRPG! My friend and I are really into these kinds of games, and have actually been toying with the idea of playing a card-based version, then you come along with just that. We enjoyed the way rounds work and the way limb damage works.

Unfortunately, we were only able to run an encounter with 2 people, one as GM and one as PC. This may have been a mistake because the PC got absolutely demolished by the Dreadwolf. Playing with 2 people also made it hard to play cooperatively for obvious reasons, so we needed another player to fully test that aspect of things. I know TTRPGs typically require GMs, but I wonder if there's a way to automate the monster's actions by randomly drawing from their deck. Cards are a really useful tool for that kind of thing.

Another problem came up with how we were using Interrupts. It seemed like the PC was constantly being interrupted by the monster's actions. There's something really cool about being able to see the timeline and make decisions based on that, but I could see getting into situations where either the PC or the monster is constantly getting interrupted if they take actions that cost more than 0 time. 

I like that you included skill checks, but they were a little confusing. What number was I meant to judge the player's success against?

Overall, you have a cool foundation here. I could easily see this being turned into a cooperative board game like Gloomhaven with some automation and some tweaking, but it could just as easily be a full TTRPG with some elaboration (which it sounds like you are working on).

Can't wait to see the finished game!

Cool mechanics for a TTRPG! My friend and I are really into these kinds of games, and have actually been toying with the idea of playing a card-based version, then you come along with just that. We enjoyed the way rounds work and the way limb damage works.

Unfortunately, we were only able to run an encounter with 2 people, one as GM and one as PC. This may have been a mistake because the PC got absolutely demolished by the Dreadwolf. Playing with 2 people also made it hard to play cooperatively for obvious reasons, so we needed another player to fully test that aspect of things. I know TTRPGs typically require GMs, but I wonder if there's a way to automate the monster's actions by randomly drawing from their deck. Cards are a really useful tool for that kind of thing.

Another problem came up with how we were using Interrupts. It seemed like the PC was constantly being interrupted by the monster's actions. There's something really cool about being able to see the timeline and make decisions based on that, but I could see getting into situations where either the PC or the monster is constantly getting interrupted if they take actions that cost more than 0 time. 

I like that you included skill checks, but they were a little confusing. What number was I meant to judge the player's success against?

Overall, you have a cool foundation here. I could easily see this being turned into a cooperative board game like Gloomhaven with some automation and some tweaking, but it could just as easily be a full TTRPG with some elaboration (which it sounds like you are working on).

Can't wait to see the finished game!

This game is extremely confusing but somehow I felt like that was part of the fun. Figuring out just how to play the game almost became part of the game for us. To be fair, we chose not to watch the playthrough, but figuring it out for ourselves was very rewarding once we were able to do it.

The poetry we were able to get out of it ended up being really cool. Also the "Impressions" idea is super unique. Keep doing what you're doing because no one else is doing anything like it.

This is fun to play and easy to learn!

I really like the way the plots escalate, and making these poker hands without being able to communicate the specifics is a fun challenge.

I definitely think the information on the cards could be presented more clearly, but all the ideas were still communicated. Representing the hands with a set of symbols could make it easier, especially because when sitting around a table, only one person can read a card at a time. One way to simplify (if that is a goal of yours) could be making all the "Triggered" effects the same for each card, so players know to do this set of things when any card is triggered. The "Triggered" effects could even be continent specific and printed on the "Advance Plot" cards. That's not to say I didn't enjoy the specific effects, they really helped amp up the tension.

My other note is that this game seemed easy to win, and the loss condition for the "Plot" deck seemed somewhat arbitrary. Maybe you could use some sort of tracker, and every time you pull an "Advance Plot" card, players push that tracker one step towards losing.

Overall a good time with a fun theme!

Thanks so much! Just submitted

@RobinDavid and @shwac thanks so much! I really appreciate that. Just submitted.

I was hoping to submit to this jam but it looks like submissions are closed. I'm in the US where it is March 24, 2020. Did I misunderstand or did I just miss the deadline?