That makes perfect sense for a collaborative project :) Great work on the layout btw!
gabichete
Recent community posts
What a cool colab woah!! Can't wait to tinker with some of this for my campaign.
Hope I can help by pointing some typos, even though it makes me look like such a neeerd 😭:
Pg 9. "(...) into their Venivindi (...)", "(...) purchase a Veniveidi (...)"; name keeps changing, unless you're doing a vidi vini vicci subtle reference?
Pg 10 "(...) enjoying it's robust (...); its.
Pg 11 "(...) into (litteral) productive mania."; literal.
Pg 22 "I would purchase a pronoun"; no period, similarly to "we hate your pussy", but there the questions seem to come from different people due to how they're written, so perhaps that one is supposed to be part of the joke.
Pg 32 "(...) called in for fi eld (...)"; field.
Pg 41 "Once selected can't be changed (...); should probably have a pronoun, as "it can't be". Similarly in "I steal theirs and claim as my own."
Pg 44 "lovers embrace"; pretty certain it should be "lovers' embrace" instead since it's being used as a noun?
Pg 45 "(...) then when it started (...)"; than. "(...) if the fire continuous"; continues. "(...) until you put it out"; no period.
Pg 60 "(...) serious internal threat"; no period.
Pg 65 "Human sized-versions"; human-sized versions.
Pg 66 States that Mani's assistant strangely resembles Ysabella, but there's no mention of this person anywhere else on the mission. I believe it might refer to Azucena, and the name was changed at some point.
Pg 67 "(...) two items instantaneously"; no period.
Pg 68-71 Terms like "Agent", "Relationship" and "Anomaly" should be capitalized throughout to follow the Agency's writing standards. I'm not naming every instance.
Pg 68 "property damage in school zones have skyrocketed"; "has", since it's referring to the damage and not the zones.
Pg 69 "(...) how over active (...)"; overactive. "(...) is small preschool," either "a small preschool" or "Small Preschool", if that's its name. "a grandiose looking treasure chest"; I believe it should be "a grandiose-looking treasure chest"? Not 100% certain. "a 12 year old kid"; 12-year-old kid. "(...) and has the current aspirations for game design."; "and currently has aspirations for game design." is more correct, though "and has current aspirations for game design." could suffice. The second paragraph of Points of Interest is missing a chunk at the beginning!
Pg 70 "(...) to an expanded domain"; missing colon. "Sandbox: the land (...)"; "Sandbox: The land (...)". "Violent for fight scenes, ect."; etc. <Shutdown/curb> should be italicized to follow writing standards.
Pg 71 "If captured, The anomaly's power (...)"; no need for capitalization. That sentence has also been rewritten incorrectly (repeated some words). "This seemingly innocuous looking chalk"; again not 100% sure but I think it's "innocuous-looking chalk". "Air is 10 times heavier,"; no need for capitalization.
Pg 76 "(...) of the area discretely,"; discreetly. "a large sized locker"; large-sized locker.
Pg 84 "(...) in Agency work"; no period.
Pg 85 "(...) or vice versa"; no period.
Pg 88 "(...) to it's current form (...)"; its.
Pg 98 "(...) your fire consume (...)"; consumes.
Pg 99 "Your fire's have (...)"; fires. This sentence has to "but..." and is constructed in a way that makes its meaning not readily apparent (to me, at least).
Pg 100 "Anything effected believes (...)"; affected. "This Ability effects Anomalies as well."; affects. "Anything that is effected (...)"; affected. "Anything effected by (...)"; affected. "Highlights my enemies weaknesses"; enemies' weaknesses.
Pg 101 "(...) immune to the effects"; no period. "(...) under the abilities effects (...)"; Ability's effects.
Pg 102 "with one of of your"; double of.
Pg 103 "(...) as if you were smoke"; no period. "you breath in into"; breathe in
Pg 104 "(...) effects to your Lair"; no punctuation. "and you mission take 1 Burnout"; I don't know what this means?
Pg 105 "(...) a breading population "; breeding.
Pg 106 "(...) darker place then someone else"; than. The sentence is also missing a period. "If you Offer to this God any 3s (...)"; "If you Offer to this God, any 3s (...)" should make the sentence easier to read.
Pg 107 "As a result whenever (...)"; "As a result, whenever (...). Also missing period. "(...) excruciating details."; "excruciating detail.". "(...) and takes 3 Harm"; no period.
Pg 108 "They starts hostile (...)"; start
Pg 109 "commendations" should be capitalized.
Pg 110 "During the abilities duration,"; Ability's duration. "(...) skilled in its use"; no period.
Pg 111 "a birds eye view"; a bird's eye view. Also missing the period, as well as the next sentence. "as you burn horribly"; no period.
Pg 112 "is the the rebirth of"; double the. "gods of the old work"; world. "(...) they grow in size their skin (...)"; "(...) they grow in size, their skin (...)". "cannot be reduced"; missing period. "a player controlled Vessel"; a player-controlled Vessel. "This effects cost (...)"; effect's cost.
Pg 113 and 114 The phrase Loose Ends should be capitalized and isn't throughout the pages.
Pg 113 "(...) Harm than before"; no period. "quantities of fire's"; fires. "peoples tempers"; people's tempers. "wildfire's pop up (...)" ; wildfires. "(...)" like a feint fire (...)"; faint. "Surtr’s Domain increases to being within 777 meters if any of his vessels he controls"; "of any of" and missing period.
Pg 114 "The earth quakes under foot"; underfoot. "(...) is collapsing on not everyone survives,"; "is collapsing, not everyone survives,". In that sentence Relationships should be capitalized and isn't (as well as Seek, I believe?). "This include (...)"; includes. "But the fire's (...)"; fires. "(...) different then the one (...)"; than. "Whatever it is its (...)"; "Whatever it is, it's (...)". "Luckily the Agencies (...)"; the Agency's. "(...) somewhat self determined,"; self-determined. "(...) ASAP, and Urgent (...)"; an Urgent. "(...) the agency has always"; Agency. "(...) trapped in the vault (...)"; Vault.
Pg 116 "(...) in the smokes area (...)"; smoke's area. "Your gone"; "You're gone".
Pg 117 "(...) due this instance of (...)"; due to. "(...) that is "burning" thing spreads"; omit "thing". Three effects are missing their periods. "(...) use an Ability targets (...)"; "(...) use an Ability, it targets (...)". "(...) more targets then (...)"; than. "(...) ally is effected by something,"; affected.
Pg 119 "(...) into the targets mind at will,"; target's mind. "(...) to control the targets"; missing period. "(...) of Control for free"; missing period. "Choose 4 of your Abilities assign them (...)"; "(...) Abilities, assign them (...)". "If an Abilities number (...)"; Ability's number. The failure effect has similar typos.
Pg 120 "field team" should be capitalized, I believe. That sentence is missing end punctuation. "(...) your fire effected the world."; affected. "(...) profoundly effected by you."; affected. "(...) to even the agency,"; Agency. "(...) your relationships in a major way (...)"; Relationships. "(...) your fire effected the people around you."; affected. Effect → affect happens several more times in this page, I'm just not naming them anymore. The one that should remain is "long lasting effects", which should become "long-lasting effects".
Anyway great work everyone, loved reading everyone's contributions ❤️
Fantastic story, it was great! Got the True Ending :3 I really really enjoyed how much history you introduced into the setting and the glossary sidebars, I didn't know basically anything about it so I enjoyed learning about it. The characters are great too! V rfcrpvnyyl rawblrq ubj Plaguvn'f nanylgvpny zvaq (gung V gubhtug pnzr sebz orvat n fbyvpvgbe) jnf erirnyrq gb or cneg bs ure fcl genvavat, fb pbby! In general they all have pretty distinct voices in terms of how they see the world and you did a great job at reflecting it. Even Delphine with how little she speaks most of the game manages to come out as her own person (sounds hard to write!), ure pbaib jvgu ure sevraq gb trg zber vasbezngvba ba gur cvengr jnf fhpu n sha favccrg jurer jr tbg gb frr zber bs ure, erzvaqrq zr n ybg bs gur vpbavp Anapl Qerj tnzrf, uvtu pbzcyvzrag!
I looooved the introduction of a map but my favourite mechanic by far has to be the sensitive linking to items, I think it's so smart for a psychic and it introduces so many opportunities to play around with in future installations (which I read in other comments you're planning! So exciting :D).
Zl snibhevgr fprar vf cebonoyl frrvat gur gjb bs gurz phg ncneg gnoyrpybgurf juvyr Yhpnf ybbxf cebhqyl ng gurz, vg sryg yvxr fhpu n tbbq rzbgvbany cnlbss sebz hf nyfb frrvat gurz zngher bire gur pbhefr bs gurve uneebjvat gevc. V fgvyy gbyq gurz gur gehgu gubhtu, yby.
If you're looking for further QoL:
* V'q nccerpvngr Rqjneq'f fheanzr nccrnevat zber guna bapr, V tbg n onq fgernx va abg svaqvat vg naq fvapr lbh arrq gur ragver anzr gb cebterff jvgu fprarf V jnf tbvat penmlll. Znlor fbzrguvat va uvf ebbz fvapr vg qbrfa'g frrz gb freir nal shapgvba? V unq gur fnzr ceboyrz jvgu Wheb ohg vg qvqa'g cvff zr bss nf onq pnhfr V onfvpnyyl xarj jurer Rqjneq jnf yvxr 80% bs gur avtug orsber V xarj uvf anzr :fbo:
* A location greying out when you've already gotten the "you've explored everything here" could help a lot in the endgame when you're trying to 100% it. I basically just spammed each location with a random item focus to see which timeframes didn't get greyed out when and then shoved the characters that I didn't know where they were in there, which I assume is not the intended experience.
* Small typo in Glossary > British > "(...) estate by the Eglish garden (...)"
Anyway great job, I had a lot of fun!
1. A5, but the pocket is very cool :) I just rarely play outside my home.
2 & 3. I think having the constraint of only 2-3 dice is better to be honest. I use d6s for d6 and Fate rolls, and d20 halved for d10s because I usually have them on hand.
4 & 5. Most: NPC behavior, quest, pay the price. Least: Dungeon generation, location, wilderness encounters (systems I play usually have their own, world-specific to roll on), and the icons.
6. I commented about it more extensively on the past on the main page; more tables about NPC actions and maybe something about magic.
7. I use it to supplement my solo runs :) I tend to try a lot of fantasy RPGs, and they introduce a fun level of variance. I guess I'd say shorter adventures -- some of them take days of play but they're no Odyssey.
8. Usually the most famous fan supplements of whatever I'm playing. I Juice whatever they're lacking.
9. I roll my dice physically, but everything else (keeping notes, drawing maps, the character sheet) is usually digital.
I enjoyed your game :) I reached Wave 60 in Endless before stopping.
The strategy was using king totem + golden balls (reading the comments it seems I wasn't alone in that, haha), with coin slots in the backpack to put back in the roulette whenever I bought a new golden ball. I got up to 700+ DMG in one ball. I understand the money cap, lol.
I had a reoccurring (2-3 times) bug where I bought a roulette slot and it bought something else alongside it, taking my money with it. Once, while I was fiddling with slot position, all shop items were put into my backpack for free. I tried to re-trigger it but couldn't, sorry!
Another bug was that sometimes the combat was done and I got sent back into the shop while some balls were still calculating -- those that were in ARM slots and calculated in the shop gave me leftover ARM for the beginning of the next wave. Way more common when you max out on balls.
Lastly, there are five spaces for slots in your backpack but the way moving slots between shop-backpack-roulette works means you always need to have one open to maneuver around, so you effectively have four slots. Basically echoing what @EnderCat3 said.
All those comments done I just wanted to reiterate that this is a good game with a very fun game loop. I really want to see it succeed! Great work :)

Completed the game just now, which I've been playing for the better part of this last week. It was enjoyable -- a distillation of old-school megadungeons. They're not something I ever had the pleasure to go through (I joined the RPG community shortly before the 5e craze) so I finally had first-hand experience in that phenomenon I've heard about where players used to make a basically blank, no-backstory character which then evolved alongside the dungeon's encounters. For example, my PC Isilion became a cleric of Radacina after getting her Gift and I gave him suitably advancing clerical titles over the course of his dungeoneering career (and also I basically locked myself into visiting the temple every time I left the dungeon, haha). I liked it, even though it didn't happen a lot :)
Dungeon generation is fast when you get used to the rhythm, and although there is a lot of variety all levels have a common theme that interlinks them in subtle ways. I enjoyed immensely the introduction of interconnected rooms, and I honestly wished they'd been part of the design from the beginning. Very smart piece of design that allows for tighter connection between differing rooms. I do think the levels that increase/decrease room size artificially (8 and 10) had something good going for there but the +/-2 was a bit too much for my rolls and made it so I saw barely any rooms at all in both levels, one because it was full of corridors and the other because I rolled a large room immediately (though I did backtrack to see some of the other rooms it had to offer...), though I do think the break in the monotony may have been worth the "price". In general the rooms, even with their short descriptions, were evocative enough for a roll-and-play.
Combat shines in this game. So sharp and so fast! Only in the last dungeon level (which is a boss rush) I felt it drag, and I think it was not in a small part due to the Fatigue Die, which miiiight just be my favourite part of the game -- such a good way of making sure combats are not eternal. I did love my throwing weapons, too, maybe putting them in a village shop could be cool. Picking my manouvers and armor (though I do think it'd benefit from saying you can combine them as long as it makes sense narratively, I scoured the books for that one) was also cool :) Big number of choices of potions and scrolls, though I fear they went underutilized for most of my game (maybe in a second run...?!) unlike my bestie herbal crafting, which I was constantly churning out until enemy damage outperformed at like level 8 or 9. Maybe a variant of the "Failure to Cast" table for ointments wouldn't be remiss, unless that's part of the intended experience. Oh, and also my Staff of Claws (<3).
I liked the idea of Inventive Usage even if I did not end up using it most of the game. I did religiously keep the list of all trinkets and baubles that I gathered across the dungeon lol, even if most just ended up in one of the million pouches you end up with at the bottom of my backpack. I think that also is on-par with the dungeon experience, you should see the sheet of my level 20 D&D character... Level-wise, I ended up levelling to 10 in the middle of the dungeon level 10 (fitting), using a 25x25 map. However, if an enemy was 2 levels lower than me (eg. if I was L3 and it was L1) I didn't award myself any experience unless I was fighting 2+ of them (50% XP, then). I think that was a nice middle ground, because in the middle levels I was fighting a loooot of low-mid patrols and I'd previously read some comments where overlevelling tainted the experience. Glad I ended up doing even though it sucked not getting XP after 3 combats in a row. Still only felt a couple times that I could genuinely be about to die, so maybe I played it too easy. I'll have to read through the optional tables at the end of the book. Though to be fair, having the Gift of Rada in my back pocket from the beginning certainly helped with that sense of security... I was also able to find a Dungeon Exit in each level of the dungeon (although a couple times, including level 10, I got CLOSE) which helped -- they did make me feel genuinely relieved a couple times in the game, so you KNOW I was getting into it.
All in all, good game! I had fun :) Some of my favourite narrative moments were: dealing 10+ damage 4 times in a row with level 2 maneuvers (I had insane rolls), dealing 25 damage in one attack, the Ferric Lord killing itself with a mishap, and ending the Nether Lord with a prime attack :) Oh, I also won the arm wrestling contest back home, yay! I've added an example of a level so you can see how they ended up looking like (I used DungeonDraft!).

PS. I'm not selling nor wearing the Lord's Pendants, they're definitely cursed :X
Sure thing boss, here you go. I used your game as an opportunity to learn the basic functions of Hex Kit (main reason I went around looking for a hex crawler in the first place), but translating fantasy icons into sci-fi horror locations was not the easiest task -- I doodled over your PDF the corresponding icons to remember. They do have a sci-fi Kit (where those circles and hyperlines come from), but it's more suited for a proper spacemap than this type of exploration. I also kept track of NPCs, locations and the like on a separate paper, so this is map only.
Of note is probably the maglev train in the right-most hex (megaliths) that by coincidence rolled over another location with more than one hex (industrial park) so I described extensively how and what it'd trampled through and rolled some extra items and wanderers in there.

OKAY THIS HAS SPOILERS DON'T READ BEFORE PLAYING THE GAME
Found this by happenstance through Tumblr and WOW, I'm floored! It's so good!! You managed to pin down the difficult writing style of FL to deliver such a great story :)
The idea of using a piece of meta-narrative like Brass Lollipops as the inciting incident for the story is simply one of the smartest writing moves I've seen in A Long While, and something that fits perfectly as a piece of fan content in the best way possible, allowing you to play with it in a way that I just don't think would be possible as official content (even though it WOULD fit in there perfectly, someone get Hannah on this asap).
And what a piece of art at that !! The story was soooo interesting and it makes so much sense within the world of FL, even touching on some of the world's common underlying themes like the dangers of unabashed capitalism and the rigid societal structure of the era.
AND you managed to introduce so many of FL's factions too! I loooove our "Sherlock", his behaviour and relationships (the small snippet about the rat he befriended is probably one of my favourite parts of the entire piece...) and his subjects of study as well! The monsters were so cool and gross and detailed! I want to lovingly tuck him into my Companions tab. We saw less of the devil (I'm going to replay it immediately after writing this comment just to know more about their relationship, but my MC just wouldn't have commented about it and I wanted to be true to them on my first playthrough </3) but I still found her very interesting. The image of her and her hell worm vs the big amalgamation was so crystal clear in my mind when reading your writing -- no better sign of good prose imo.
Just remarking again on your cool vultures now that I'm going to rave about supporting cast. I actually laughed out loud at 1) Mrs Plenty knowing the skeleton was an obvious forgery but being interested in it regardless and 2) the Rubbery with an eye patch counting on its own after the brawl, but all throughout the story your sense of humor is so prevalent and so fitting (I will say this a thousand times -- the tone is SO fitting to the world it's crazy good) and your characters are a big pillar of that. Can't believe I got to meet THE Merrigan himself!! And that he's so cool!! I'm sure the calligraphy with which Amos wrote me in his little black book is picture perfect.
Anyway what a labour of love :) It irradiates from each paragraph of the piece. I'm so grateful to having found it, you're a fantastic writer. I'm off to enjoying it again :)
I might have to start a campaign of A Pound of Flesh just to hand this pamphlet as a brutal session 0. It is SO thick with Mothership vibes and is absolutely grueling (affectionate) -- I might have the worst luck in the world because the amount of times I found Wanderers just begging for their end or lost to the voices was an statistical anomaly :sob: More than fits the place though.
I also really really enjoy the exiled class :) I've found (in other Mothership solos) that many of the skills and traumas do not translate well, so for you to have made a skill tree based on your specific module is very smart! High-score (ie. number of sections) is only three, but I'll no doubt give it another shot soon :)
Only thing I kinda itched for was further implementation of the aPoF plot (though obviously I understand why you didn't have them), so I will probably edit some tables to get people/locations/etc. with clues of what's really going on down there...
Hi :) Love your oracle, I'm off to the printer today o7. I must concur with Dare though, I don't like the icons much -- or at least, I think they're undeserving of that size.
Some things I think could be cool:
- Expanding your random tables.
- Urban encounters. I like the Wilderness ones a lot!! I don't think it's feasible to have tables for Every Existing Environment in common fantasy fiction, but I have a penchant to overextend my stay in urban environments. A lot of RPGs also have intrigue plots and the like that are uncommon in the wild.
- Magic. Maybe borrowing Pathfinder's arcane / divine / primal / occult distinction, for some flavour? Easily tied with other tables in the Oracle (which is one of my favourite features of it btw :) ).
- Corruption and scars, be it madness/sanity loss or more bodily horror. It could help determine how a poison / hazard / monster affects their targets too, to make them more interesting.
- In general I think more tables for NPC generation would be delightful (at least for me, they're one of the core parts of my solo journeys). In particular, an expansion of NPC behaviours/actions targeted towards factions/communities could be cool. Like they still have needs, motives, etc. but instead of individual ones (which CAN be put to use for groups, I've done so, but I can feel the friction) it could include more lofty ambitions such as (yanked from Questlandia) conquest, devotion, culture, technology, industry, control, etc.
- Have you read Mythic Bastionland? Their prompt pages (22-2X) are of great inspiration to me :) Maybe to you?
Again love love love this resource, thank you for making it and reiterating on it and sharing it with everyone else <3
Hello! I played through a full Quest of your game and I liked it. I enjoyed seeing my knight grow to meet difficult perils and how that changed him. All the dangers I encountered fit neatly in my vaguely fantastic setting -- and though how perils are crafted doesn't bring itself to a climax, it's easy to deduce approximately how much of the story is left by how much reputation you've acquired, and so it allows you to craft your own.
Some thoughts (not ordered):
- I think it'd be useful if in the character sheet, alongside each stat, was a place to record your last used stat. Maybe not that important for people that don't journal too extensively...? But I found myself using the right-most box of the corresponding skill to keep track, so might as well comment on it.
- I would have liked for the liege bonds, the Legend, etc. to be put into play through the peril/intrigue prompts more often -- challenging the foundation of the character in more impactful ways. Similarly, the Sovereign did not permeate the story as much as I would have expected (though I never got them, the Sovereign's / Sovereign's Shadow intrigue prompts were soooo cool to me and would've loved more like that!).
- Maybe if you purposefully choose to fail a danger (as per Dishonorable) you can be prompted to change the lens of how the world sees you, your connection to the Sovereign, etc. instead of just "you choose to fail". I think it'd help to more seamlessly introduce the End of a Legend > Dishonorable result. Also, unlike Downfall, it was very hard to find reasons to choose the Dishonorable path.
- It's so smart to make repeated dangers be -1 difficulty :) Never happened to me (there's a lot of variety) but I thought it was such a neat way to combat bad RNG.
- The questions in page 24 are pretty unreadable.
- Adding a mechanic of critical successes could be cool. I once rolled 3 6s and gave myself +1 die on my next action, as a little treat.
- In the experience shop, I never reached for decreasing my reputation in any trait because I thought it took away from how the story was unfolding. I guess if you have a streak of bad luck and a crystallizing idea of who your paladin is it could be more tempting. Tangentially, I was itching for being able to buy a reroll. Maybe tied to how good you are in a stat (good at it = more expensive) so you don't just spam your highest.
- Okay last thing, an anecdote: in literally my last roll of the game (I already had reached Masterful 10 but needed to complete my intrigue) I had 4 exp and needed 5 to dispatch a wizard that was fucking Scary, so I pushed myself to do the intrigue with a resisted roll even though the game was "over" just to see if I could deal with the enemy in the background too. Just thought it was a neat moment of the mechanics pushing me to make a compelling choice :)
I love this game, I play it all the time :) I haven't beaten Hell difficulty yet, and I don't know that I will, but it's a very enjoyable second activity to do while I'm listening to an audio or talking with friends.
I also like that you put your name on the title (I know it can be hard!), it pushed me to look at your other games. I hope you keep making games :) Or educational software, as it were...
Played three times and I couldn't beat it, but I had fun. Compared to the book's example I think I was too focused on building my own deck and I ignored the guards too much (either that, or I ran out of cards). I'll try baby mode with only two guards.
My favourite story was when I made the Prince the biological intelligence running a generation ship, and the Necromancer one of his mechanics. He was NOT normal 🙂↔️, which is a vital trait in a necromancer in my opinion. Got turned into goop. 🫡
99.9%'d it (zvffrq gur qernz fprar) on my own and I just want to reiterate the praises! It is a fantastic and compelling puzzle game and I had a lot of fun playing it. I loved the mystery behind it (and the mystery behind that!).
My favourite moments was undoubtedly when I figured out the first main twist and then frantically going back to check nyy gur vafgnaprf bs guhaqrepyncf, unun. Gur avtug fprarf nyfb, sbe fbzr ernfba? They felt very real. The writing in general helped me connect with the characters (2 my beloved) which made it all the more impactful.
GREAT great work I'll be recommending it for sure, thank you!!!
Played it yesterday for a couple hours while blasting Fallout OSTs (which I think improves the experience considerably). I had the weirdest streak of luck where I rolled the "lakes and rivers" encounter three times in a row and my map looked like a fucking swamp, which made it all the more endearing to me. It honestly felt like when you boot up Fallout 4 and mindlessly go around blasting in the best possible way.
- In Character Creation > Starting Equipment, Big Iron says it deals 1 DMG. But in the Weapon shop, the same weapon deals 2.
- In Companions, it says to roll 1d6 and "find the result in the companion table". I don't see this table anywhere, only the "Creating a Companion" rules.
- Maybe it's just my luck, but I didn't get to see any trinkets, and I got to over 160XP :( There could be a trait where you can forgo 1-2 encounter rewards in exchange for an increased chance of finding them.
- Faction rewards require entirely too much fame/infamy for my tastes, though to be fair, I got the bad luck of all my combats being raiders except two, so maybe it's easier if you get better rolls in combat encounters.
All in all, it was a good couple hours of fun, and it seems like an easy system to expand upon with more combat variability, new encounters, etc.
Average play time: 1-2 hours
Well, call me spiders Georg.
I'm writing this review immediately after finishing the game for the first time, and I have clocked over 23K words throughout the better part of a week. As you can tell, I enjoyed this game.
My favourite part probably has to be the four reactions you can take when you meet people: it is a very intuitive system and progresses the game forward in a very natural way. I feel similarly about the motivation/notoriety/favour mechanic. Overall, a very robust system.
The different planets and people's characteristics offer not only a possibility of replayability but also a nice background to optionally add if you want to develop your character's environment and backstory further. I would have loved to have more information about the system's backstory -- the previous wars, fought and won, or the standing of different planets in the intergalactic conflict -- but perhaps less is more, and it should be left for the player to fill in the blanks.
The exploration/destination cycle makes use of those locations and gives you backdrops in which to drop your nomad, though in the more narrative style of play I enjoyed it could sometimes conflict which what seemed like the course of the story: I had to use a great number of fade-ins and time-skips, though I do not believe it detracted from my enjoyment. This disconnection was exacerbated in the use of showdowns (especial location/moods for important characters), but framing it as a movie in my head made it easier to understand how to fit them in the story. Also, I got the same description event four times in my run, but that might've just been my luck.
Anyway, these important characters have special interactions and descriptions that befit their position. I loved those! And the epilogue gives you a branch to which to continue your character's story, both narrative and mechanically, which is appreciated and actually makes me want to give good ol' Kiria another run.
Thanks for the game!
I will +1 everyone saying that I can absolutely see this becoming a mobile game, perhaps expanded to seeing more than one block on the screen / your main dude having more than one hole. The style is a bit minimalist but I think it works quite well with these types of games.
Brilliant in its simplicity, the fact that getting it wrong does not automatically kill you but instead pushes you to the edge gives you a whole another level of play where you can allow yourself to be pushed if needed, great work there. High score is 55 >:D
When you said this game was challenging you were not lying! Got to round 6, and had a lot of fun doing it. It is interesting how my playstyle had to change with the evolution of the levels, from lackadaisical orb collecting to focusing on dodging the 3209 bullets coming after me and THEN worrying about maybe getting an orb or two. My favourite level type was undoubtedly the one with the spinning thingy that shoots bullets in a circular pattern -- it was so hard! It would have been cool to have an ending screen where AMB1 and D3X-TR met though, every time I had time between stages I just put them as close together as possible to hang out </3
Also, the "combat" music is capital G Good, though sadly there were a couple moments where the sound volume fucked up and peaked and I had to turn it down.
Anyway, loved the used of both arrow key and WASD. A great use of the theme, which is always a plus. Great game overall :)
ACAB :) Game was simple but good fun, like the other comments I truly think the selling point is seeing the crowd grow and having to manipulate it throughout the corridors -- I felt somewhat like a dog trying to corral its sheep herd, haha. I would have enjoyed the player having more speed though, it felt sluggish at times. Regardless, great work for just a weekend!
M for moneda and D for domino will work for certain. I think the ALGUNA_D will perhaps confuse some at first but there really aren't many alternatives so I would say go for it. Perhaps using only ALGUNO instead of changing between genders will make it easier to understand, honestly, because since they would change with number/suit/etc. it feels pretty trivial to try to contain it within the gender separation.
1. Reina and Rey: Yes, we use Q & K :)
2. Jokers: No, that super makes sense, I just don't know how well people will get it? But ROJ / NEG does seem like the best choice.
3. Visto: Yes :)
4. Todos: I mean that could work; "todos" means "all", "los dos" means "the two", and "cualquier/a" and "alguno/a" mean "any"(1). I think any of these options can work because they are all easily understandable with a guide, but my assumption was that "any" was preferable. Don't think it'll be much of a problem regardless!
Edit 1: The difference between them, as best as I can explain it, is that "cualquier/a" refers to a determinate amount of entities while "alguno/a" does not specify, and since we know the faces of a die or the sides of a coin "cualquier" makes more sense but "alguno" is likewise understandable.
A short game that will struck a cord with any person who has suffered from mental illness. The grueling past through highschool and college is all too well exemplified in the monsters that roam the halls, and as someone who also does not remember anything of their teenage years it was a very emotionally rewarding experience.
Cool hack !! I played a suave vampire with a fedora which immediately turned him into "not actually suave, he just thinks he is". Got caught by the hunters embarrassingly fast because I used my powers solely to "well, actually--" around but we teamed up to fight some ghosts <3
My GM at first was concerned about the few amount of islands, but I ended up staying most of the time at the cruise so that wasn't really a problem.
We think you have captured the feel of the original really well, honestly. A clear objective and a lot of issues in which you could choose either roll. I would fully recommend people try it out!
I would recommend to read the Spanish Translation first because some things I commented there (eg. accents) apply here as well.
Galician Translation
CARD VALUE LIGATURES
- ACE - AS (A)
- TWO - DOUS
- THREE - TRES
- FOUR - CATRO
- FIVE - CINCO
- SIX - SEIS
- SEVEN - SETE
- EIGHT - OITO
- NINE - NOVE
- TEN - DEZ
- JACK - PAXE / SOTA (J)
- QUEEN - RAIÑA* / DAMA (Q)
- KING - REI (K)
* For us ñ is its own letter, but I don't know how it works in the software you use. RAINA should be used otherwise.
CARD SUIT LIGATURES
- HEARTS - CORAZON (CORAZÓN) / COPAS*
- DIAMONDS - ROMBO / DIAMANTE / MOEDAS*
- CLUBS - TREVO / BASTOS*
- SPADES - PICA / ESPADAS*
Logic is VALUE then SUIT. So a two of hearts would be DOUS_CORAZON.
JOKER LIGATURES
- JOKER - JOKER / COMODIN (COMODÍN)
- RED - VERMELLO
- BLACK - NEGRO
JOKER_VERMELLO and JOKER_NEGRO would be the standard way. We also do not abbreviate colours, so my suggestions are to either write JOKER_V and JOKER_N, or maybe to put a white/black pip to indicate red/black respectively.
YES/NO/AND/BUT DICE LIGATURES
- YES - SI
- NO - NON
- AND - E
- BUT - PERO / MAIS **
SYMBOL DICE LIGATURES
- CHECK/TICK (checkmark) - VISTO
- CROSS (an X shape) - CRUZ
- CIRCLE/NOUGHT/RING - CIRCULO (CÍRCULO)
- PLUS (+) - MAIS (MÁIS) **
- MINUS (-) - MENOS
- BLANK - BRANCO / NADA
- SLASH (/) - BARRA
- EXCLAMATION (!) (Dicier uses EXCLAIM for this icon in English to keep the code short) - EXCLAMAR
- QUESTION (?) - PREGUNTAR
** Here we run into the reason why accents exist. "Máis" means "plus", but "mais" means "but". Leaving "PERO" as the only "BUT" option seems like the most sensible choice.
COIN LIGATURES
- HEADS - CARA
- TAILS - CRUZ
- ANY_FLIP - CALQUERA
WILDCARD LIGATURES
- ANY - CALQUERA
For transparency:
Edit 1: Misclick (oops).
Edit 2: Changed "pica" and "espadas" around, since "pica" is the proper English way.
Edit 3: Added "COMODIN" as an option for JOKER. Usually the latter is used when talking specifically about the English deck, but I would rather cover more options than less.