itch.io Spring Selects Series A
On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Demonskunk

127
Posts
5
Topics
5
Followers
26
Following
A member registered Jan 08, 2017

Recent community posts

I DESIRE THIS.

I just bought the CBR+PNK AUGMENTED physical box set from MythWorks, and I noticed there are mobile versions of (most) of the books included in the download, but the art in them is extremely low res. I understand this is for usability and size on a cell phone, but I was wondering if there are (or if you could be  persuaded to release) some higher resolution versions?

I'm going to be referencing/reading these primarily on an iPad and the pamphlet files are very pretty but very awkward to use on a tablet.

Also there doesn't appear to be a mobile version of Mona Rise or any of the printer friendly files included from the Mythworks digital files either...

✨v✨

How is the game coming along? I love what's here already. I thought it was complete. Only realized it wasn't when I saw 'beta' on the character sheet.

Definitely. Very cute!

Pubby is safe uwu

I can't believe I snuck a gay dog through heaven.

This part feels like a good improvement over the previous!

Could you render out a compressed version of the full color version? 400mb is really big for a 35 page game book.

Ooh! I like that.

Is DURF an acronym? Is there a story behind it's name? 

OH, it's under Special Weapon. It's a bit unintuitive, I didn't even think to look there.

The rules mention AP, FAR, SPRAY, and HEAVY but as far as I can tell never actually say what those do.

I regret to inform you that Truffles is extremely cute and I want to kiss him right on the nose.

Do you have any guidance on how to handle a questing beast with 5+? It seems like the game is pretty carefully designed around the party size.

No, quite the contrary, I really appreciate you taking the time to respond to me. it really shows that you care about my experience with your game!

I'll keep this in mind next time I give the game a try. I think I'll give my players a couple advances to start with and see if that eases things a bit.

Also that gun possession video is HILARIOUS.

Does this supplement add any rules for more than 4 players?

The ~25% chance of success wasn’t in FIST, I was referencing to the OSR style games that Claymore referenced where you need to roll a 15+ on a D20.

But I admittedly do struggle with the partial successes. I’m not good at figuring out what a ‘complication’ should be necessarily. Sometimes I can’t think of a complication related to the roll that feels appropriate without making it an effective failure.

Like, one of my players was trying to sneak up a ladder while a person nearby it was distracted. Rolled a partial success. What do I do there? I had one of the rungs on the ladder snap underfoot when they reached the top of the ladder, alerting the guy at the top and bottom of it, but giving them time to react before being seen.

This felt like “Success with a complication” to me but “Failure” to them.

I suppose it’s possible! I don’t recognize your name, though.

I used the Chopper Chatter optional rule, and also gave the players an extra War Die just for good measure, and they’ve just been bumbling through everything, barely able to succeed at anything, even the things they’re meant to be good at

I admittedly don’t fully understand where the ‘fun’ of having a ~25% chance of success comes in, but Claymore definitely seems a lot more generous than that.

I started playing TTRPGs with D&D 3/3.5 and I don’t think I fully understand the idea of getting through dangerous situations without rolling dice. Should I, like, not have my players roll to shoot if they have a clean sight line and are undetected? Or would that be, like, in the +2s territory?

So, I just got done with running my first two sessions and I have some feedback.

My players loved the tone and setting, but found the dice mechanics extremely frustrating. A flat 50% chance to fail without a bonus made them feel like the game does not reward skill or planning, but instead just blind luck, and it contributes to the fact that they feel like the intended method of play is too randomly roll up a character you aren't very invested in, then play them into they did very quickly and then roll a new character.

As the gm I feel like that probably isn't the intention, but I can understand why they feel that way. Most of the rolls last session were failures, even for the characters trying to do the things they had +1s or +2s in. 

I adjusted the success numbers down a bit - 2-5 is a failure, 6-8 is a partial success, 9+ is a success - as a bandaid, but I… feel like maybe I want to suggest adding an Optional Rule to either grant a few freefloating attribute bonuses at character creation or slide the chance of outright failure closer to %25.

Either way, I hope this doesn’t come down as too negative, I’m just kind of frazzled and frustrated and looking for guidance.

I'm extremely relieved at your response, I was super worried I'd come across as mean ;u;

I feel a degree of solidarity with you, as a fellow indy game writer, and you've been really cool in replies, so I figured the least I could do was give honest feedback! I'm looking forward to seeing the revisions when they come!

The character sheet code is below.

If you're not familiar with how to do custom sheets, you choose "Custom" on the character sheet when you're making a new game, then click "Settings" on the game launch page, then "Game Settings" and paste the HTML Layout code into the black box at the bottom of the page, then the CSS Styling under the CSS Styling box.

HTML Layout

<c><div>
<div class="center"><h1>Gumball Wizards II</h1></div>
<b>Name:</b> <input type="text" name="attr_char_name" />
<b>Wizard Style:</b> <input type="text" name="attr_char_style" />
<b>Level:</b> <input type="number" name="attr_char_level" size=1 />
<br>
<hr>
<table>
<tr>
    <td>
            <h3><center>Vibes</center></h3>
            <table>
                <tr>
                    <td><b>COOL:</b></td>
                    <td><input type="number" name="attr_cool_current" /></td>
                    <td></td><button type='roll' value='[[2d6+@{attr_cool_current}]]' name'roll_cool'>ROLL COOL</button><br></td>
                </tr>
                <tr>
                    <td><b>SWEET:</b></td>
                    <td><input type="number" name="attr_sweet_current" /></td>
                </tr>
                <tr>
                    <td><b>DANGEROUS:</b></td>
                    <td><input type="number" name="attr_danger_current" /></td>
                </tr>
                <tr>
                    <td><b>NORMAL:</b></td>
                    <td><input type="number" name="attr_normal_current" /></td>
                </tr>
                <tr>
                    <td><b>QUIET:</b></td>
                    <td><input type="number" name="attr_quiet_current" /></td>
                </tr>
            </table>
        </td>
        <td width=50>
        </td>
        <td>
            <h3><center>Sweat</center></h3>
            <table>
                <tr>
                    <td><b>BOD:</b></td>
                    <td><input type="number" name="attr_bod_current" size=1 /></td>
                    <td>/</td>
                    <td><input type="number" name="attr_bod_max" size=1 /></td>
                    <td><b>STRIKES:</b> <input type="number" name="attr_bod_strikes" size=1 /></td>
                </tr>
                <tr>
                    <td><b>BRAIN:</b></td>
                    <td><input type="number" name="attr_brain_current" size=1 /></td>
                    <td>/</td>
                    <td><input type="number" name="attr_brain_max" size=1 /></td>
                    <td><b>STRIKES:</b> <input type="number" name="attr_brain_strikes" size=1 /></td>
                </tr>
                <tr>
                    <td><b>BANK:</b></td>
                    <td><input type="number" name="attr_bank_current" size=1 /></td>
                    <td>/</td>
                    <td><input type="number" name="attr_bank_max" size=1 /></td>
                    <td><b>STRIKES:</b> <input type="number" name="attr_bank_strikes" size=1 /></td>
                </tr>
                <tr>
                    <td><b>LUCK:</b></td>
                    <td><input type="number" name="attr_luck_current" size=1 /></td>
                    <td>/</td>
                    <td><input type="number" name="attr_luck_max" size=1 /></td>
                </tr>
                <tr><td> </td></tr>
            </table>
        </td>
    </tr>
</table>
<hr>
<h3>ABILITIES</h3>
<input type="text" name="attr_ability_1_name"><br>
<textarea name="attr_ability_1_text" rows="2" cols="50">Placeholder</textarea><br><br>
<input type="text" name="attr_ability_2_name" /><br>
<textarea name="attr_ability_2_text" rows="2" cols="50">Placeholder</textarea><br><br>
<input type="text" name="attr_ability_3_name" /><br>
<textarea name="attr_ability_3_text" rows="2" cols="50">Placeholder</textarea><br>
<hr>
<h3>INVENTORY</h3>
<textarea name="attr_inventory" rows="2" cols="50">Inventory...</textarea><br>
<hr>
<h3>SPELLS</h3>
<textarea name="attr_spells" rows="2" cols="50">Spell Cards...</textarea><br>
<hr>
<h3>BACKGROUND</h3>
<textarea name="attr_origin" rows="2" cols="50">I came from...</textarea><br><br>
<textarea name="attr_wizard_roots" rows="2" cols="50">I became a wizard when...</textarea><br><br>
<textarea name="attr_got_to_lose" rows="2" cols="50">I have...</textarea><br>
</div>
</c>
CSS Styling

.charsheet {
    background: #1b2117;
    }
div {
    color:#ffffff;
    font-family:"arial";
    margin: auto;
    padding: 10px;
}
.charsheet center {
    margin: auto;
    width: 100%;
    border: 3px solid green;
    padding: 10px;
}
.magenta {
    color:#e94174;
}
.yellow {
    color:#f6cb6e;
}
textarea {
    color:#ffffff;
    background: #1b2117; !important
}
input {
    color:#ffffff;
    background: #1b2117; !important
}
table {
    margin: auto;
    padding:; 10px;
    width: 80%;
}
h3 {
    color:#ffffff;
    width: 100%;
    margin: auto;
}
h1 {
    color:#ffffff;
     width: 100%;
    margin: auto;
}
(1 edit)

I have completed a short campaign and I have some feedback, critique, and suggestions

This game's strongest point is it's style. It's absolutely BRIMMING with it, but I think the mechanics fall short of selling the fantasy of being a cool card wizard. The limitations of magic to capturing and summoning entire objects in a card limits the available creativity and the fantasy of being a 'wizard'. I think this is actually fairly easy to fix with some small but potent changes.

Starting Cards
The first thing we noticed felt a little weird was that character creation only gives you blank cards to start with. It seems like if you’ve been a wizard for a while, you might have a few objects or creatures already carded within reason. I gave all of my players one object card to start with, and they felt like it did a lot to flesh out their characters.

Expanded Luck Usage
My first suggestion is to expand the scope of Luck. In addition to being able to use Luck to cancel Sweat, it should be usable for Rerolls and Story Manipulation.

Rerolls: Reroll all dice and use the new result.

Change the Story: Add an element to the story to make things easier. "The mechanic left their tools outside the garage" if your players need some tools. "The crime boss left one of the windows unlocked" if the players need a way in somewhere. Very versatile.

Your 1.5 update reduced the amount of luck to make players 'less invincible', but if you give them something more to do with luck, they'll spend it on more. I implemented Luck as Reroll and plot adjustment in session 1 and my players immediately started using it for that purpose.

Expanded Summoning
My second suggestion is to expand the usability of cards. Being able to summon and unsummon things has potential, but it is limiting and falls short of feeling like 'magic'. Instead, I propose that players should be able to summon aspects of the carded thing.

For instance, if I have a Fan, instead of summoning the entire fan, I can blow a gust of wind. If I have an Armadillo, instead of summoning the armadillo, I can summon its Armor to make an ally more durable. If I have a Blood Knight, instead of summoning the entire knight, I can just summon its radical sword. Etc. This opens the door for more creative thinking, and also the creation of 'spells' that give an individual a more developed 'style'.

More Guidance
The game's mechanics are simple and robust, but I feel like they need more examples for how things might or should play out.

I come from Dungeons and Dragons, and other comparatively rules-heavy systems, so the extremely lightweight rules leave me wanting more examples for how things should work.

I decided to give each of my players one card to start with, and one of my players chose a Stop Sign that he could use as a weapon, but I wasn't sure what a stop sign would do for him. Should an attack with the stop sign do more Sweat than a fist? It's intuitive that it should work that way, but I'm a dummy that needs guidance, and I think others would benefit from it as well.

I would also personally appreciate some guidance for how you would ideally handle a turn structure if the need arose. Ultimately my biggest critique and desire is for more examples of how things might work and how to utilize the simple rules to the best effect.

In Conclusion
My little wizards were press ganged into cleaning the psychics out of a rat king's sewer lair. He threatened to eat one of them if they laid a hand on his babies (4 regular turtles). They ended up parleying with the psychics and offering to find them a new hideout, which took them through the vampire-run metro, a blasted demon wasteland, and finally to a chill fantasy district where they fought to the death with a Negotiator who was trying to reaquire the espers for the corporation that had made and lost them.

We had a lot of fun with the system, but struggled with getting our heads around the more cinematic nature of the system, and believe that these changes (especially the additional examples and guidance) would make it more fun, and a little easier for other people in our situation to make the jump.

Addendum

One of my players helped me slap together a Roll20 character sheet for Bubblegum Wizards 2, and I'd love to pass you the code if you're itnerested.

(1 edit)

This game continues to be an absolute BANGER. I'm never disappointed when it updates.

The bad end scene with Rez especially, how your HP ticks down faster and faster while he clenches faster. It's too good.

Nice to know, thank you!

Thanks a ton!

I hope things go well!

Oh sick, you did it!

Is this compatible with Bubblegum Wizards in a way that would let wizards and vampires team up?

(1 edit)

I'm looking for a system to run a campaign based on Sonic Forces some time in future, and I think this game could be what I'm looking for. I'm going to give it a read when I get the chance.

Edit: I did notice at a glance that the Move Summary says "Make it Trough" instead of "Make it Through"

Rad, thank you!

Thank you ouo/

(1 edit)

Thank you for making! ouo/

Ah, ok! Thank you!

Ah, ok, got it!

Fair enough, thank you for adding the link!

I actually own the game through one bundle or another, I just haven't sat down to read it (I've spent the better part of 3 weeks sifting through all the bundles), but I'm planning to soon.

Ah, I see. Would you be amenable to adding an info section mentioning the intended system, level, and umber of players, like you've been doing with your more recent releases? I read the description over and back and it wasn't clear to me that it was intended for Quest.

Hey, I'm a little confused. Your cover says "A Conduit for Charge" but your description says it's written for the Dash RPG.

(1 edit)

The conflation of eldritch mutations with teenage puberty and self discovery is a great concept. I'm looking forward to reading through this.

The photo on the cover is also really well shot.

(1 edit)

This is a very well laid out and cleanly formatted playset.

I would suggest that you note somewhere in the description that this is a playset for Masks, it wasn't clear what system it was for until I downloaded it.

This is a system neutral fantasy adventure, right?