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A member registered Feb 03, 2020 · View creator page →

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Si j'aime bien l'idée, surtout le fait que les xenopages soient non binaires, et que le jeu tient le cahier des charges je trouve qu'on peut améliorer tout ça. 

En premier lieu la lisibilité, un peu de relecture pour les coquilles et clarifier les règles.

Ensuite pour donner plus de poids dans la proposition de jeu, l'essentiel est là il, suffit juste de rendre tout ça plus solide. 

Par exemple j'aurais exploité les couleurs pour les cartes pour donner plus de sens à la magie. 

Et j'aurais fait une liste pour définir le Chaos. 

Ça m'intéresse d'échanger si tu veux aller plus loin

Excellent and very simple! I really like it!

Do you schedule a release of the complete version?

I'm working on a module: savage mutated caveme, Humanimals and radioactive dinos 8) Just expected to release in time :/

As inspiration I use Paleowolf playlist

I'm also wondering which fonts do you use for text?

do you have a date for the public release?

Which fonts do you use in the original text?

Any chances you finish it? I like it (as a Macchiato Monsters fan) but think it can be improved.

The insight mechanic is very clever however I didn't see how PC gain it? By discovering their environnement?

Mainly some advices about how to handle dice reduction. For example my character had bad luck and his physical die went down to D4. I use other dices but as a GM sometimes you'll need some ideas to be creative.

Hi! Great game! I just tested it with solo tools and, damn, it's lethal!
But it fits with the attrition model of dungeon crawling. We need some bestiary and few advices but it's really good anyway. Good job.

but it's very similar

just saw this game, any link with yours?

Excellent work! Can't wait to test it. However do schedule to write more "classes"? I would be cool!


I have a question: what happen if you need to test a skill with an hindered situation? Rules say you roll 1d4 instead of 1d6 but what happened if you're skilled? Do I roll a D8 (, A D4 (hindered) or a D6 (D8 reduced to D6)?

Je comprends l'idée mais pour ma part la proposition est trop floue pour me donner envie avec l'idée d'une partie au résultat beaucoup trop aléatoire. Etre force de proposition ce n'est pas brimer l'imaginaire mais le nourrir.

je trouve le sujet très bien amené et propice à de bons moments pleins d'émotions. Mais que c'est concis. J'ai peur que l'approche proposée ne soit trop free-form et trop dépendante des joueurs. Dans la façon dont c'est proposé on peut aussi bien traiter le jeu à la va vite comme un petit moment de roleplay sympa mais guère profond. A l'inverse on peut se retrouver avec des joueurs qui surjouent l'émotion pour exploiter à mort la thématique. Sans chercher à mécaniser plus le jeu (qui n'en a pas besoin) on peut aussi aider à forger un personnage qui soit à la fois crédible et pas trop cliché. Des conseils de jeu peuvent être aussi ajoutés. Bref une page ou deux en plus pour exploiter au mieux le jeu.

Quoi!? Un jeu sur le café!? Et feelgood en plus? Dois-je me sentir attaqué personnellement alors que j'ai écris le pendant inverse de café Douceur (à savoir Coffee Together où on déprime autour d'un café)? Non je déconne.
Pour le coup je suis très intéressé par cette proposition qui offre un moment de douceur dans une ambiance très wholesome. Bien bien. 

Bon j'ai feuilleté un peu et je lui ferais surtout le reproche habituel que j'ai fait à The Quiet Year ou Cozy Town à savoir le manque d'enjeu. On déroule des personnages et des situations mais ç manque de finalité, d'enjeu. Pas que je pense que mettre un gros enjeu ludique derrière soit vraiment approprié mais si on peut avoir un objectif ou quelque chose ça donnerait du sens à tout ça.
Si tu es d'accord je t'invite à lire Coffee Together pour y piocher des idées (même si les objectifs des deux jeux sont radicalement opposés). De mon côté je ferais de même en m'inspirant de ton travail pour optimiser le mien.

In term of game design it worked well. In fact I hace only shitty rolls at the beginning (failed all my 4 first roll even using traits). My personnal die went quickly to D4 so I decide to accept a devil's bargain with the Saturn. This mechanic is very powerful because I had a total refresh and didn't had problems to finish the investigation then. The thing is, the more clues you find, the more quickly you solve the mystery (I made a final 15 with a 10 and 5 clues). So rolls are very important and could be a critic to your game. But my own game also is very hazardous and I think it really fit with the genre.
The only regret I have it's focused on only one objective. Your just the gumshoe looking for the truth. Perhaps it could be great to add some breaks between two investigation scene. Perhaps just narrative scenes or opportunity to refresh a dice.

Hi! So I tested the game with my solo tools (from my own Noir rpg) and built a world in a Cursed Cairo.
So here is Cairo 2020 but different. In 1949, British explorers opened a cursed tomb and unleashed old egyptian magic. Now mummies, demi-gods or priest of old religions walk among humans. But everybody acts like it's normal and nothing change. After all nothing change a lot since the cursed also slows down the Time itself. People look like they're 30 but are 70 years old! For the aesthetic, the city and the people still wearing clothes like in the 50's.
So here is Wassim, a measly journalist (D10) expert in common crimes (D8) and know all the dark alley of the city (D6). Wassim investigate the curious crime of his lover, beautiful girl named Nadia, and looking for revenge. I tried to have answers from Sobeki the cruel gang leader (Mars) but get hurt. The pretty nurse Aesis (Venus) take care of him and helped him to find the answer. Nadia were a friend of her and wanted to meet Raashid, the popular singer known for his good heart. After many defeats he asks for help with Khalid Noun, the ambitious police chief (Jupiter) and sell his soul to him beginning an informer for Noun.
The truth is: Young Nadia was a mummy, a very old princess reborn few years ago and immortal. But she lost her immortality and Raashid stole it to her. Finally Raashid admit he stole the power of Nadia to do the greater good but did not kill her. It was Athep, also a mummy, old general of the Pharao's army and former Nadia's lover.

I'm thinking of surnatural retrofuturist Cairo, just thinking :D

Yeah exactly, Classic Noir but also variations like Urban Fantasy or historical Noir, but it's easy to make it.

Very interesting. I also wrote a game about Noir Mysteries and I see similar intentions in this game but very different mechanics. 
I cannot promise when I will test it but I definitively will do it.
Two remarks:
1- Why don't you add more classical playsets? I can make you suggestions if you're interested in.
2- The game could be modified for solo play or at least GMless mode.

6e comments · Replied to Batts in 6e comments

excatly, I'll spend my time and money with more interesting people now.

Yeah a bit I admit it. But sorry I only see a joke here. I don't even understand why people are enjoy it. It mix the weakness of OSR ("do what you want with the mechanics") and narrativism ( "build yourself you fantasy"). The result is nothing else but an empty shell. The author's anwers tell me it's just a work without ambition supported by people with low expectations.

6e comments · Replied to Batts in 6e comments

LOL yes, sorry to be a little more demanding from a published game.

So basically the author put few goods ideas mixing OSR principles with shared storytelling and called it a game. If it's a joke it's a little funny. If not...