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A member registered Apr 02, 2015 · View creator page →

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Thank you so much for the gorgeous character keeper! I'm really glad you enjoyed the game 😊😊

I Have The High Ground creates exciting, dramatic stories, sometimes laugh-out-loud funny and sometimes heart-breaking. Play is tense and involving. Capable of handling a really shocking number of genres and situations, this is one of my favorite games that I've played from the last few years. 

Looks like I've shipped out every order from around that time, which might mean yours was lost in the mail. Could you reach out to me via email at so I can confirm your address and send you a new one?

Hey, sorry about that. I'll look into it.

Wonderful, smart adaptation of Down We Go into something very new and very clever. I love the inversion of the basic DWG/OSR formula into being about defense, and the use of emotions as classes is so evocative! And it's a small detail, but I love the idea in the fiction that the minotaurs don't speak, but find other ways to communicate.

This is such a smart and flavorful supplement for Down We Go - the new classes are fun and say something about the world. I also love the new accompanying character mechanics - generate a big bad, generate a backstory. All really smart additions to the core DWG experience.

Beautifully laid out too!

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This is a really smart and lovely adaptation of the Together We Go framework. I'm really amazed at how much difference the inclusion of the Hope mechanic makes to turn the gritty feel of DWG into something optimistic.

I realized long ago! ;) 

That's really kind, thank you - is there a good way to get you a draft?

I have very little TWG experience, and very little OSR experience generally, and I would love for someone to look at a draft and tell me if I'm way off on my game design! I'd be happy to trade beta-reading services, I don't know OSR but I am an experienced writer and editor. Feel free to reach out here or @doradee_ on twitter.

That's perfect, thank you!

Is this a good place to ask about the rules of TWG and the associated games? I'm considering using healing as an effect of a temporary location and healing doesn't seem to be a part of the rules (at least for DWG and the content in the TWG license); I'm curious how that's usually handled.

I've seen and LOVE the vid, thank you so much for making it!

I'd highly recommend Philippa's channel for anyone looking to find info on cool indie games!

Sounds like heaven!

I really appreciated a lot about this, especially the awesome fat protagonist! The long pages were a little intimidating, especially the first one which has so many links to descriptive passages. It took me a long time to get through that page and I got a little restless. Some Twine games break up long pieces of text into many passages, so you only give the reader a small chunk to read at any given time and it's more approachable - that might be effective if you create another game like this.

There were also a few places where it seems like you were prepared to offer a choice but (I assume) didn't have a chance to implement it - like the invisibility spell. I'd really love to play a game with your writing style and characters like these where I could make more choices and explore more, even if that means the overall story has to be smaller.

Overall nice job though! I love that cover art, I can see why you wanted to build a game around it.

I just want to say that, having some familiarity with the source material - this is hilarious.

I loved this. The strict time limit is an really great mechanical expression of scarcity.

This game made me really happy, even (especially!) finding bugs. The procedural descriptions were perfect for the feeling of looking at actual cool rocks, where they're all kind of the same but also all totally different.

I really liked the structure of this, if that's the right word. Walking in a circle is a really simple but clever organizing principle for a game. I would have liked it even better without the "It's still your turn" screen between each possible goose, because that seemed to take away from the simplicity of the circle. I wonder if there's a way to do without it? (It felt like it existed for a specific reason, maybe to solve a technical challenge.)

Thanks Porpentine! I actually had to scale down a lot, originally there was going to be, for instance, special components like weapons pods or sensor suites, but the logic to handle that was way too expensive in words for the jam. Cutting those things out was also a good exercise though, it felt really good to focus on one small mechanic.

I lurve your games by the way.