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dw4i2

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A member registered Apr 23, 2021 · View creator page →

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A ballad! What a compliment, thank you

The In-betweens and Impures is a very good game. Above average-good, compared to most short and narrative-focused TTRPGs. First of all the core concept is solid and well-executed. It's about the assumptions regarding what makes a person a "normal" human and the way people might be forced to mask themselves to appear as such, against their desires. Such theme is then framed by the question "what's it like to survive everyday life in a cyberpunk dystopia?".

The concepts of "human" and "yourself", the two ends of the stat scale, offer an innovative approach to the cyberpunk genre. For once "humanity" represents a negative, but sometimes necessary, state for the character. While the augmentations are correlated with a positive trait, being yourself, becoming yourself.

The random tables in the section "Scene Rolling" are another great feature of The In-betweens and Impures. Most narrative-focused games do not offer much advice or guidance for creating scenes, expecting the players to simply come up with them. But creating a compelling starting point is far from an easy task. Including these tables in the game really added to its value and ease of access.

The option to succeed at the cost of shifting your stat twice is also a nice feature: it's comforting knowing you can automatically succeed for rolls that might be fundamental to the narrative or emotionally important for the player.

Overall The In-betweens and Impures is a great short, simple game, without any frills or fancy designs, that actually engages with the social themes it draws inspiration from, and definitely seems worth playing.

I LOVE this to a degree that's hard to express. It drew me in since the first note. It's beautiful, professional, all the tracks lead into each other perfectly. There's internal coherence between them but they don't all sound the same. I would totally love to play the game too! At first I just listened to the music without reading your text because, well, I like to listen to soundtracks before watching their movies. And when I re listened to Reflection the second time, it hit so differently! Would totally love a full-length version of Reflection.

Very nice, this track definitely stands out!

Dude, this is an ideas & feedback thread... we're here to, you know, discuss improvements. That's the whole point. Accept? I can accept to continue using itch, of course, but I will not accept that there's no need for improvements.

There's legit games that are 30$, would you spend that much on a game that could disappoint you?? Do you really think the review system is perfect as is? I mean it works, but I wouldn't say it's optimal

Sure, but would that appear on the game page? No. Think like a customer. When you buy something from amazon what's the first thing you check: the reviews at the bottom of the page obviously. Would you buy an amazon product with no comments?

If I happen on a game page, as a customer, i'm not gonna look in the forums to see if that game is any good. I'm going to look for comments on that very page. And if someone has written a review through the prompt, but I'm not following them, I won't even know there's a review! Bottom line is: while we have a review system, I don't think it does a lot to make people buy games, and therefore it doesn't really help creators. It could be improved on

omg truly #changeYourName: this is good! It sounds so chaotic and fun and perfect for one-shots AND has the added benefit of being extremely rules-light (a key component for when I have to convince my group to try something new). I also would be up for even more nested tables

yes, but those review aren't really public, aren't they? They're only visible to the developer or if you follow the reviewer. The only way to have public written reviews (also visible to the outside public) is to write a comment. Which is a separate action from the review prompt. That seems inefficient. Couldn't the rating system+the comment section be grouped together? Couldn't the system prompt me to rate & comment when I try a game? Isn't it better marketing for the game if its page is full of comments? A game might have been reviewed 20 times but if its page has no comment I'm strongly inclined to think no one cares about it. Don't creators always say every little comment helps, even if it just say "good"?

And for those people worried they might get intentionally hateful reviews if they're public, the comment section could always be disabled.

Is the current review system really benefiting creators and customers? Since it's not public, what happens if you follow people that never review games?

(some personal glossary just so we're clear

rating: a purely numerical point system, in our case represented by stars

review:  text whose purpose is informing a potential customer of the value of an item. By this definition, one-word reviews also count)

What a lovely game! For one that deals with the pandemic, of course. I love the pace and the idea of coming up with details about the customers as they come in. I'm impressed by how real it feels. The chance of someone getting sick, the fact that I already care about my regulars... It's a game about life: fleeting and very, very personal.

Nice! Finally a worldbuilding tool about cultural practices! These are the kind of details that truly help in shaping a culture and influencing roleplay

I also made a thing! https://dw4i2.itch.io/bat-world

Fimbulwinter is my favourite 24XX game! The mix of scifi + vikings plays on well-known tropes which together help the players create an original and memorable story

I love it! GMs always need more funky goblins

This is SO cute. I'm gonna use it whenever my party enters a tavern, and I'm gonna use it in real life

What an interesting setting! It took me a moment to realise what "together they are DEATH" meant, lol. I love it. I think the GM could string an interesting web of alliances and antagonisms between the gangs. And the pamphlet is just so cool to look at!

What a cute game! I love the quirky, original, but simple mechanic. This is the kind of game perfect for introducing kids/teenagers to ttrpgs.

A Porco Rosso hack of Lasers & Feelings!!! It's all I could have ever desired, I love that film with all my heart and this game promises to be as wacky and as heartwarming as the movie itself. Grazie!

I didn't know how much I needed a sci-fi OSR game until I began reading this. With fantasy games I'm not usually into OSR because I'm so familiar with the genre that I feel the need for some complexity. But I'm not so confident when it comes to sci-fi. I've read other big-publishers sci-fi games, but this hit me differently! It fits my experience level as a GM; with this I can improvise a setting that feels my own. And the best feature is that I feel confident about bringing it to my players and convincing them to play it. Everything is so clear, the art is so nice, this game screams "play me". Also now I can't stop thinking about this song

This has such a gorgeous design! It's the kind of game you wanna have just because it's beautiful to look at! (But also I can't wait to try it, the mechanics look robust and the spells cool)

Another amazing In Play issue! I especially loved "The Dead Labour", I can't wait to worldbuild a necropunk city for my games, "The Bone Warrior People" (featuring such a pretty illustration), "Hur the land of the dead" which is simple but perfect for a lightweight OSR adventure, and "The Downfall & Side effects of Necromancy" because all fantasy games are severely lacking in those.

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I humbly believe that this meta-game revolving around satiric-memetic conventions is actually a great system to entertain my and my peers' organic neural machines, which is good because being serious all the time is bad for your health

This game is amazing and cute and fun and yeah totally perfect for a no-prep, short, 2-players game! The design and text layout are also A+ I recommend it to new GMs who want to try their hand at improvisation. I ran it for a friend who had never touched an RPG in their life: it was great, memorable and they loved it!

I like how these moves combine two things that most people would consider opposite: narration-based gaming and XPs. This is a mechanic which encourages wilderness exploration, one that is perfect for travel montages, and which introduces a pleasant change of pace in a long term campaign. It's a nice way to introduce a group used to guided play to co-op gaming and an occasion for the GM to rest a little. I think my group could at least spend one hour on this. If the group desired to spend more time playing this journey out, these moves could be easily expanded upon. As a player I'd like this mechanic, as it's nice to gain some extra XP to inch ever closer to that sweet sweet next level. The XP gained can be adapted to the game needs: e.g. in D&D I would probably give out XP in the order of hundreds.

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yes they do, but comments also appear to outside users! People who don't have an account here. So... I think comments are better?

What you describe does seem like mob mentality, which is common on the internet... but I'm not sure the review system is what's truly protecting developers here. Ill-intentioned people could still leave a negative rating AND a negative public comment... although that'd require 1 step more and thankfully people are lazy. I'd say one of the reasons there aren't many negative comments around is that... it's harder to get popular? maybe? idk, not an expert at all. I also very much like how friendly is itch.io to small creators and hope it stays this way.

Ok, fair enough, I'm naive. With "review" tbh, I was mostly thinking "positive comment that would help increase the popularity of the game". Of course reviews can also be negative... but I never saw people really trashing each other for indie games so... I didn't think about it. Anyway, the deciding factor for me when I consider getting a game is its page, which includes the comment section. And from now on I'll just leave a comment, no problem. I'll never leave reviews in the "review" prompt, just ratings. As is, that text box might as well not be there, is the ultimate feedback I'd give to those in charge of this site.

I see, you make a good point. Then, the review system in itch.io was intended more like a feedback system, while the comment section is more akin to what customers use for reviews (or what other sites would call reviews).

This is very cool and very artistic. I found the passage about Frankenstein's monster key to understanding the message of this game, and I loved its reflection on bodies, culture, and restraints.

What a cool project! I especially love the idea of playing in a familiar city. Personally, I feel like I could use more help with starting the game, with the Inciting Incident. Maybe some random tables to set the scene? Where in the city am I when I awake? Who and what is around me? What do I have on my person (that could be a quest starter perhaps)?

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Yes, comment always make people happy... then why aren't comments and reviews the same thing? When I review a game the prompt asks me how many stars I want to give it and to leave a review. But that review won't be published in the comment section, which penalises the developer as they won't receive publicity for it. Of course I could leave a comment instead, but why then is the system asking me to leave a review? That's the core of the discrepancy for me, as a user that wants to support small creators.