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Dark Tides

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A member registered 45 days ago · View creator page →

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This is honestly some of the coolest feedback I could hope for. I love that you’re using the pins almost like narrative rules to keep NPCs, places, and factions active off-screen and then pull them back in when it matters – that’s exactly the kind of dynamic feeling I was hoping the system could grow into.

The slowdown you’re seeing on those extremely long, very dense runs makes sense: you’re pushing the GM to track a huge amount of history and pinned details over many hours, which is way beyond how most people will play. It’s really helpful for me to know roughly where it starts to feel “heavy” for you though.

I’m really glad it still feels worth it to you even when it crawls a bit, and I seriously appreciate how hard you’re stress-testing this thing

thats so dope, uniting the street gangs. that's probably the satisfying path lol

Really appreciate the note about NPCs fading out over time. You’re right, if someone matters to the player, they should keep feeling present in the world. I’m going to update the GM so players can “mark” important NPCs and have them show up more often in recap system and future scenes.

Thanks again for stress-testing this thing and for all the feedback so far

it makes me really happy that you’ve done this many runs and are still pushing the world in new directions. The fact you told your girl and you’re doing a run together tomorrow is awesome. I’d love to hear how that duo playthrough goes. Thanks again for taking the time to write all this and for stress-testing Rathyal this hard.

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damn, that run sounds absolutely wild in the best way 😅

Ex–Guild operative with wiped memory to fighting a cosmic eldritch thing and getting worshipped… that’s the kind of off the rails stuff I was hoping people would try to push it into. I’m really happy you told the GM “run with it” when it warned you you were off track, and that it still held together for you. Hearing you’ve went thru 6 runs and they all felt different but fun, honestly means a lot, thanks for taking the time to write all that out. You made my day with “best use of AI I have ever seen in any creative field” and the part about the depth of the lore keeping things cohesive. That’s exactly where most of the work went, so it’s really cool to hear it comes through on your side.

On the PS: you’re right about the stats getting easier to “break” in very long runs. Over time the GM can start loosening up on checks and drifting into pure freeform chaos, especially once things go very cosmic like your example. I’m going to look at tightening that up so longer campaigns keep using stats and checks more consistently, while still letting people go nuts if they want to. Seriously, thanks again for playing this much. Knowing people are pushing the system this hard (and having fun doing it) makes me really excited to keep improving it.

Also, if you ever feel like sharing what happened in your run (even just a quick summary), I’d genuinely love to hear it. I’m really curious which paths people end up taking in their first night in Rathyal.

Thanks for the feed back,  glad you’re enjoying it!
You’re right – there isn’t a proper save system yet. I’m working on adding one in the next update: you’ll be able to type save game and the GM will print a save block you can copy into a text file. Next time you play, you can paste that back in (or upload it) and type load game to continue from where you left off.

Really appreciate you calling this out – it’s a super important feature for a longer run.