Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

gabichete

74
Posts
2
Topics
12
Followers
1
Following
A member registered Jun 25, 2020 · View creator page →

Recent community posts

(2 edits)

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!). 

 2d6 Dungeon -- Level 4: The Haunted

A grid map of a dungeon level characterized for the amount of death-related paraphernalia (sarcophagi, religious statues, etc.), expected given that this level's title is The Haunted and it deals mainly with undead. Some rooms also sport ice in the floors. There are several textboxes overlaid throughout, giving information about specific room descriptions that could be interact with and were not, lock difficulties, etc.

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...

(1 edit)

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):

  1. 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.
  2. 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!).
  3. 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.
  4.  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.
  5. The questions in page 24 are pretty unreadable.
  6. 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.
  7. 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.
  8. 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 :)

Cool book :)

Had this page open for the past week deciding whether I could afford it or not, and I JUST saw you all got featured in Quinn's Quest so I expect the comments here to increase like crazy! It's such a great game! Congrats!! ♥️

I agree with people saying that this would be fantastic as a mobile app. Very good jam game and can be easily expanded imo. Great work! 

What a fun game :) Punchy, nonsensical dialogue and plot in the best way possible. I do think there should be a joke ending if you fail the title card (maybe they fire you for being THAT incompetent...?) but I loooved it.

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...

(1 edit)

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. 🫡

(1 edit)

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!!!

I loved it! Your art style is great and it lends itself perfectly to the goofiness of the story, being able to push expressions and poses. I think you managed to capture the characters' voices super well (not an easy feat!) and how they'd interact. You're crazy for the FF reveal btw 💀💀💀 /positive

No, it played perfectly for me (on Firefox).

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.

160300 and I felt like I was playing out of my mind. quite a fun twist on the watermelon game!

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

(1 edit)

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!

EVEN - PAR

ODD - IMPAR

For both Spanish and Galician :) 

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 :)