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gabichete

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A member registered Jun 25, 2020 · View creator page →

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oh that's wonderful! I had seen the tests, but not the update itself. hope everything goes well with it! it was truly a pleasure, hit me up whenever to contribute again :)

BET is APUESTA, which is way too long, so I would do either ALTO_2, etc. or perhaps DOBLE_2*, etc. (ie. DOUBLE_2), since it's a doubling die after all. 

* DOBRE_2, etc. in Galician. 

I don't really understand how "bet" and "up" could be related when you are talking about "this face up", they mean different things. Perhaps that is a relation that exists in French but if so I am unaware of a Spanish equivalent. 

Yes, they are the same in Galician, this post included :)

I have two proposals: 1) we could use "ALTO" (ie. "high") to imply that the side that's up is the "high face", or 2) we could use "ARRIB" and omit the last letter hoping people understand the need for limitations.

That sounds great!

PIPS: PUNTOS

ON: EN

UP: ARRIBA

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. Ñ: Cheers, I have no clue on how Unicode works but that's perfect.

2. Todos: I will simply offer the possible options in Spanish we discussed and their Galician translation, though of course feel free to ask any further questions: 

TODOS > TODOS

LOS DOS > OS DOUS

ALGUNO > ALGUN (ALGÚN)

(1 edit)

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
(1 edit)

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. 

(3 edits)

Hello! You have created such a fantastic feature, I would love to contribute :) 

Spanish Translation

CARD VALUE LIGATURES

  • ACE - AS (A)
  • TWO - DOS
  • THREE - TRES 
  • FOUR - CUATRO
  • FIVE - CINCO
  • SIX - SEIS
  • SEVEN - SIETE
  • EIGHT - OCHO
  • NINE - NUEVE
  • TEN - DIEZ
  • JACK - JOTA / SOTA (J)
  • QUEEN - REINA (Q)
  • KING - REY (K)

CARD SUIT LIGATURES

  • HEARTS - CORAZON (CORAZÓN) / COPAS*
  • DIAMONDS - ROMBO / DIAMANTE / OROS*
  • CLUBS - TREBOL (TRÉBOL) / BASTOS*
  • SPADES - PICA / ESPADAS*

Card suits are usually plural (ie. corazones, rombos, tréboles, picas), but it would break the character limit so I think this is our best choice, but feel free to offer others. I put the options with proper accents but I don't think it is needed, since many programs do not compute them anyway and Spanish speakers are used to this limitation.

* Copas, oros, bastos and espadas are actually the suits of the Spanish deck, but they are sometimes transposed into the English one for ease of people who have only ever used that one. 

Logic is VALUE then SUIT. So a two of hearts would be DOS_CORAZON. 

JOKER LIGATURES

  • JOKER - JOKER / COMODIN (COMODÍN)
  • RED - ROJO
  • BLACK - NEGRO

JOKER_ROJO and JOKER_NEGRO would be the standard way. We also do not abbreviate colours, so my suggestions are to either write JOKER_R and JOKER_N, or maybe to put a white/black pip to indicate red/black respectively. 

YES/NO/AND/BUT DICE LIGATURES

  • YES - SI (SÍ)
  • NO - NO
  • AND - Y
  • BUT - PERO

SYMBOL DICE LIGATURES

  • CHECK/TICK (checkmark) - VISTO / TIC
  • CROSS (an X shape) - CRUZ
  • CIRCLE/NOUGHT/RING - CIRCULO (CÍRCULO)
  • PLUS (+) - MAS (MÁS)
  • MINUS (-) - MENOS
  • BLANK - BLANCO / NADA
  • SLASH (/) - BARRA
  • EXCLAMATION (!) (Dicier uses EXCLAIM for this icon in English to keep the code short) - EXCLAMAR **
  • QUESTION (?) - PREGUNTAR ** 

** Proper terms are "exclamación" and "interrogación" respectively, which just won't do, so I changed them to "to exclaim" and "to ask". Again, opinions welcome.

COIN LIGATURES

  • HEADS - CARA
  • TAILS - CRUZ
  • ANY_FLIP - CUALQUIER / CUALQUIERA ***

WILDCARD LIGATURES

  • ANY - CUALQUIER  / CUALQUIERA***

*** Damn you, languages with gendered nouns! If these are too long, I would recommend ALGUNO / ALGUNA instead.

What a fun little game !! It really reminded me of the classics it is inspired by and it was very enjoyable. The controls are Extremely responsive (bravo !!) and there is enough variety between the different stages to make it interesting. 

My favourite part has to be the boss fight, the music fits very well and the boss patterns were fun to play against. Also its dialogue is funny :) Well worth the journey to get there.

Also the fact that all the machines were hand-drawn by you and your friend is such a cute little touch, I love the individually that your assets provide (and they're very well done too!).

Thank you for the game !! <3 

What a quaint game I love it !! The ST & DND inspirations are apparent but I think you work them in your favour to create a slice of sci-fi that shapes itself to be cute and fun, especially for one-shots! I loveee the versatility you've added between the different ship jobs and the vessel, I feel it would help a lot to create different stories from the get-go. The fact that you have suggested personalities is also very helpful for those who may not have played RPGs before! Thank you :)

But my favourite part HAS to be the vessel creation, it's so interesting! Every time a deck of cards is worked into the game as a mechanic I immediately get excited, and it would be so fun to buy a cheap deck specifically for this game and just keep the final vessel map as a memento. I can already see my friends arguing about the next room they should get.

If anything the one-page limitation of this game is the worst part about it because I want to know all about these little guys!!! I love them !!!!! Thank you so much for the game <3 

What a cool game! I know everyone has already said it BUT the sound effects are absolutely amazing haha and the music as well !! it's also just a very cute game in general :) 

Hello! This is a very cool RPG and I loved reading about it. The way it is structured (with a clear Big End culminating in the party) I think will help a lot to introduce it to tables that revolve around going to gamestores and the like, even if we may have to wait a few months for that to be feasible again.

Your classes and races are all quite distinct and yet their simplicity creates a really nice template to introduce homebrew ones! My favourite are the fae beasts and the ratmin :) Also I think it would be cool to add more mechanics for helping outside of Meals, I think you created a really smart way of doing it and it's sad to think it can only be used in that specific purpose. 

Anyway it's a really cool game !! Thank you for sharing <3 

I don't think I have ever seen a game that so fully embodies the concept of court politics. All the main characters in usual intrigues are there (the Visitor is an unexpected but welcomed addition) and they are perfectly exemplified in the proposed backdrops as well as the special moves they can take. Great work! The dice mechanic is novel for me but the explanation right above me was quite helpful in understanding it. Thank you :) 

Oh wow this is so beautiful !! I enjoyed it very much, thank you :) 

Oh wow, cool system! I can understand the appeal of making a guide for transitioning from fantasy to sci-fi, but I think your work could stand quite well on its own. 

The use of dice in map creation was a clever touch (as are their names), and I like the suggestions you give for "modernizing" fantasy races. I like the care you have put to introducing a transhumanist aspect on the guide, since I consider it an intrinsic part of the cyberpunk genre. 

I think it would have been cool that you also added some suggestions for transforming common fantasy classes into sci-fi like the cleric/druid/warlock examples, simply because your thought process on that regard is super good -- you make them fit your setting so well!

Talking about the aesthetic, the example "quest" is also super interesting, and leaves a lot for the GMs to tweak as necessary whilst giving a lot of information to develop it. Fantastic work!

Thank you for sharing :) 

I had never heard of this myth before! Thank you for sharing it with us through this game, I love learning about these types of things. I greatly enjoyed the evolution of the "timeline" of the game and the options each character has at every pivotal point, because it could result in way different playthroughs, which is enhanced by the fact that there's no set amount of turns between one moment and another. My favourite part has to be the divine gift / human trait, and how the hidden/admired quality is mirrored between the two characters for obvious reasons, it was a very nice touch. I also enjoyed that what exactly constitutes as an intimate moment is left vague on purpose :) Great game! <3 

Oh wow, thanks! I am indeed doing that, but I didn't think anyone would notice! Just want to give something back, you know? :) Thank you!! 

I don't often play these types of games but I enjoyed it! The different skill trees give a lot of possibilities and the charm of the game is unbeatable. Thank you for the game!

Hello, this was cute! I made a couple planets and they were very fun. My favourite feature is the asteroid ring (it's so cute!!!) and the fact that you can 100% customize colours. Also making the moon run around at max speed is also fun hehe. Anyway thank you for this game! <3 

I could only play it for myself, but the target practice was cool. The environments differ a lot from one another and thus there's a lot of different strategies you can take -- and the items help a lot with this. I would echo nomolomon's sentiment that bots would be a cool addition to have. Also, the game controls are super smooth and work great, which is a must in FPS. Great work!

Thank you for the game <3 

This is such a creepy game! I think it creates a really good atmosphere of being a dollhouse from the beginning, and the characters are all quite interesting. Haven't been able to finish the game (I am not particularly adept at combat) but I will keep trying, I want to know what happens!

This game is so good! When I was reading the corebook I was already imagining possible scenes that could happen :) And thank you so much for adding your personal chronicle at the end, I loved reading it! It seems like a short feel-good game, which is gravely needed sometimes. Thank you!! <3 

This is very cute! I like the idea of re-vamping classic RPGs to not have a GM and instead rotate the main character around. Also the fact that is not based on a particular setting opens up a lot of playing possibilities :) 

The idea of map creation is super interesting! Can't wait to have a map that is completely in comprehensive except for those that have been playing, haha. If our game has anything like your drawings I'm sure we will have fun! Also, the simplicity of it and the focus on collective play makes it perfect to play with kids, so I may do that. 

However, when seeing the roles, I can't help but think that the enjoyment of the "Treasure" person has some degrees of separation from the rest of the group (as in, they are the ones that make the map, they do not really interact in battles, etc.) I may actually hack it to be a third person game in which we all take the role of Treasure when it is needed, to see if that sounds better. Oh, relatedly, I really your "healstuff" example -- a chewy ring that heals you up is so cool! 

A thing I don't really like is the EXP mechanic. I understand why it is there (this is based on classic RPGs after all) but I felt as if your game was more conductive to have a "milestone" advancement system, you know? 

Regardless, I really liked reading through it. Thank you for sharing! 

Thank you for the game I had a lot of fun! The music fucks and brings a lot to the atmosphere. I was a bit shit at the game and would have killed my brother for a jump button in some stages, but I enjoyed trying to hold some semblance of dignity whilst screaming at the ball to please move how I wanted it to (it didn't listen). Will absolutely revisit after I have calmed down a bit. 

Anyway you simply gotta go into the Space Hole baybee !!! 

Hell yeah, I love this! I think this is a beautiful work of cosmic horror. The indescribable nature of the Evil, the gradual progression of the loss of sanity... it all evokes the feelings I love from this genre. I think the choice of making it about a single protagonist that we all share was a really good pick, I have rarely seen it but I think it contributes to that feeling of separation characters often feel in this setting. 

The Creeping Menace mechanic is also so interesting! The randomness the die bring lends itself to having games with vastly different pacing which makes replayability much easier, as it does the vagueness with which you describe the Shadows and their actions on the world. Fantastic work! 

My favourite parts are the "Allowed Shadows" table (SO interesting, and useful, to portray so many different sources of unease that gradually increment in danger) and the "Neurosis" examples (especially the degradation that occurs if you get to read more than one line!). 

Also from a reader's standpoint, the fact that it had hyperlinks made it much easier for me to understand what was going on, haha. 

Anyway, thank you so much for this, can't wait to play it! 

It is really cute! I am not quite good at the game (yet...?) but I enjoyed playing it a lot :) As Teekayeh said, the art is very nice and fits the atmosphere perfectly.

Also, I would consider perhaps allowing the "strike mode" to simply be the right click button, if that's possible. It would allow for a faster gameplay. 

Anyway, I liked it! Thank you <3

I love this! Honestly it makes soooo much sense to have Warlocks in Dungeon World and the way this has been constructed is SO good (also, there's so much!). I really like Curse as a main mechanic not only for the many options you give but also how easy it would be to implement homebrew ones to suit the style of a particular patron. 

My favourite moves are: The Devil's Own (classic warlock move I think), transmogrify (holy shit!), and mark of service (because come on, aesthetics). Thank you so much !!  

Absolutely groundbreaking. I listened to your album three times in a row and, with toggling instruments on and off, it felt like listening to three different albums. It is not an overstatement to say that the way I interacted with your work has changed the way I see music, which I have loved for all my life but can hardly understand from a technical standpoint. It has brought me closer to it like few things have. Thank you so much :)

This was so cute thank you !! I also liked finding out the special berries it was good :)

Hell yeah! "Right place at the right time" is the PERFECT GM plot device I love it! I know I said this on your previous subclass but I really like the tenets of this one as well, they're just really well thought out. 

Hello! This is such an interesting subclass! I love the tenets (though gods do they seem difficult to uphold) and truly exemplify what an avatar of justice should be. 

I really like the choice of spells as well, and Avatar of the Law is extremely powerful (as it should be!) and brings a combination of combat/utility that I find cool, because it gives a chance to use this power outside combat. Stand Trial seems like it might be a bit too powerful if your PCs have ranged spells because they cannot save at all apart from the first time, and ten rounds will kill practically everything. Maybe that should be reconsidered. 

Anyway, thank you <3 

Hello! What a wonderful game :) My favourite part is how well you have interlaced the feeling of danger for the Sailor in all of the scenes that comes from interacting with such an otherworldly being, as well as how the Siren has to navigate through their feelings of love and hunger, how contrasting those are in some points and yet how understandingly similar they are in others. 

A thing that was a bit disappointing is that, the way the scenes are structured, since First Sight always leads to either the Conversation or the Swim the part of the Dance about "Move on to the Conversation if the dance was above the water, or the Swim if the dance was below the water" will never be able to be fulfilled since each scene is played only once. 

My favourite scene has to be the Dive because of the feeling of inevitability that comes with it. Even more so than the final one, I thought this was were the path to one end or another was written. However, I found all of the scenes absolutely gorgeous, and the picture they paint together is very well linked -- and yet it lends itself to a lot of different scenarios thanks to your use of cards and the roleplayers' actions. 

Thank you so much for sharing this game <3 

Thank you for taking the time to reply! I loved reading your response a lot (yay for long comments!) The examples you put in there help a lot, actually. I am also a big fan of the player who decided that his quality was going to be "Horses". Honestly unbeatable. 

Thank you for the in-depth explanation of the Essence system as well! I feel like I understand better how to work it out now :) And I wish you the best in all future work, if it is as great as this one you have a bright future as a developer! <3

Hello Alamantus! I found your rulebook super interesting. As a person who has subjected their friends to too many overly-complicated RPG systems, I can certainly appreciate the simplicity (and yet robustness) of your design. 

One thing about the GUTS qualities though, is that I would personally appreciate if you gave more examples of "traditional" skills in games for each of the characteristics, as for some unique qualities I feel like I do not really know where to place them. Also, perhaps a table of exemplary unique qualities would also be helpful? When discussing the system with some of my friends, they sometimes really did not know what quality to choose that complimented their backstory or the strengths in their qualities. 

Also, like you said in the end of the book, I also think doubles is a super good tool for the game! I think I am going to implement a homebrew rule that double 6s is particularly special because that would be really cool :) I really love assisting mechanics, so I am glad it was introduced -- I have found explicit helping mechanics lends itself to character synergies, which is what I live for! I also love that they are based on both of the characters' qualities instead of a flat bonus because it simply makes sense. 

Regarding the "essence" mechanic, I do not feel it is vague (like, at all?). I think you define very well the limitations of the essence mechanic -- and the diagrams are extremely helpful in this regard -- and then you give a wide number of combat/utility options for each example. Relatedly, I really like it! And its differentiation in low/middle/high tiers allows for its implementation in low-magic fantasy games without making them /too/ gamebreaking. Something I am perhaps missing is a mechanic that represents two/more essences affecting the same character or object (but not in a contest; ie. two PCs attacking the same bad guy). After all, since they are metaphysical representations of our energy tied to ourselves, isn't something bound to happen if too many of them get mixed around? Perhaps contrasting auras (eg. fast/slow) could have detrimental effects if they interact. I know you leave it up to GMs discretion, but I just thought they could add something interesting. 

In regards to injuries, I must say I have not often played games with localized damage, so we will have to see how it goes. Always excited to try new stuff out. 

I like the emphasis on GM control, even if I understand why you would be hesitant at giving so much of it. I think it interacts very well with the simplicity of the game, because it lends itself to a more narrative-driven experience that I personally find really enjoyable. 

Oh, by the way, I love the status conditions table! I am /so/ bad at coming up with these types of descriptive adjectives (which are found in other games I have played) that I am probably going to use them there as well, haha. 

Anyway, wasn't that a long comment. I just had a lot of thoughts after reading your book and I wanted to share them :) And thank you so much for sharing your game! <3