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Glue Trap Games

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A member registered 52 days ago · View creator page →

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🙏🙏🙏

Thank you!

Thanks pal! We’re hype about it.

Appreciate the feedback!  I had a few printed to give out to friends and such.  I think I'll increase the line weight on an updated version. We set out to give ourselves the challenge of a tri-fold and make it work. I disagree about it not being on theme. The FIST agents have totally insane traits most of the time, so a few CROs from CYCLOPS would also have crazy powers even if everything else is more grounded. I'll definitely do another pass and update the print version in the coming months to improve readability!

I love the lean in to the base job board and improvement stuff. Cool missions!

I love the lean in to the base job board and improvement stuff. Cool missions!

Neat setup, never seen something quite like it! It makes me want to throw another ref into the mix who's just moving npc patrols around and potentially complicating things even more! Nice work on the layout/vibes/art too. I think having these separate booklets and roles/procedure would help put the players into the mindset of smuggling and clandestine ops too.

Very thorough scenario. Love all the moving pieces, love the Hot Dog Man.

Love the visual style, such a great tribute to that PS1 aesthetic. 

Really evocative situation. Love the art. Would slot nicely in alongside some of the other modules in the Jam for a cool European campaign!

Very cool. Makes me want to run an Ace Combat style campaign!

Such a fun use of a genuinely insane historical event! Love the characters and art too.

Ran out of room to really hammer out the details of that, so Referee's choice. The intent was if the flow hits an area with a tube entrance it does flood the tube without having to roll to deviate the path. When it hits the sea a new flow is started. There's nothing to say you couldn't have it flood the tube AND continue on the surface though. A pacing choice. Thanks much for the feedback!

I really like how the opposition is designed and logic explained. It looks really fun to run. I'm a little confused about what information to give the players during a briefing, but I can tell this would be really fun to watch them argue plans while the clock is ticking.

I see a crane and immediately I just wanna destroy things with it. This one looks like a great one shot, but I love the easy links to other arcs provided. Nice art and layout!

Love the history context and suggestions on how to hook into other stuff. A great first entry into putting stuff out there. I think I would ref it with a visible countdown running from the very start of the mission to planned launch time, just to increase tension (just like a real launch, there can be delays/freezing it with player intervention etc). I'm stealing the villain's monologuing trait, hilarious.

This trifold looks like a solid setup for a one-shot. I wish the map was a bit bigger. The idea of a toolkit to mod onto existing enemies to add a new twist to all the other cool adventures out there is a great idea, especially if it's designed to roll random combos of the elements of a STRAIN.

Very sick module. Incredibly thorough. Can't wait to take it for a test drive!