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Level Drain Games

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A member registered Nov 05, 2021 · View creator page →

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Well, thanks for the nice comments! I was originally thinking about adding a selection of ability options, but I ended up using too much time for illustrations and other tinkering. Maybe if I revisit it.

As for Spelling, the first sentence mentions that it allows another action to succeed on a 1, in addition to its normal results. So, the example of Scouting using Gnomish spells increases the results from a "3, 4, or 5," to "1, 3, 4 or 5." But yeah, I'll see if I can word that better later.

I was enjoying your entry, btw. I deal with a lot of kids who are slowly moving from Pokemon to RPGs, and this will definitely be something I'll direct them towards!

There's been quite a few games using the Polymorph system. I think it technically started with Mazes, and was then followed by a number of family-friendly mini RPGs like The Excellents, Business Wizards, Horseshoe Academy,  and Nancy Druid. Let's see, there's also Pigeon's Eleven, The Very Good Dogs of Chernobyl, Savage Sisters, Return to the Dark Tower (technically Mazes in the Return to Dark Tower boardgame setting), and of course the new version of Kobolds Ate My Baby, and the new releases of Scurvy Buggers and Sentai and Sensibility.

Most of the Polymorph games have been on the simpler side like Rebel Scum, the main differences being in how you define the dice roles, the action results (which actions are important to the setting, and what number results give you successes), and any special abilities or items you might have. They often play around with what the 1 and Max Roll results mean.

Mazes has been the most complex of them all, with a whole magic system, different abilities, advancement. In particular, though, has been its use of the Light/Dark die (the D12) which determines how risky things are.

Then Kobolds Ate My Baby has been the most divergent in rules, using ONLY D6s (though what you call them makes a big difference), and having innumerable amusing ways of dying.

Well, mal//war is up now. It isn't quite the original, but pretty much the same creature.

Heya, yeah, I’ve been slowly going through a lot of my old hacks and seeing what was salvageable (lots of things had been corrupted, or had missing elements, or were just on some long-lost thumb drive). Some stuff had also been on accounts that had long since been forgotten to time or rife with security holes (was it MediaFire?)

But my Ghost//Echo hacks were actually high up on my list of things to reconstruct (in the case of Allspark, literally I’m gonna have to work from an old print-out from over a decade ago). And with your interest, I’ll definitely move them up the list! I’ll let you know!

Woohoo! A return to Yeld! Good job, Jake & Nick!

Gotta say, I was inspired by your own art!

EXCITED!

I really like what you've accomplished with Haghex. Nice and simple, while even managing to get rules for spells & supernatural powers. It feels a lot like if the OSR had a baby with RISUS. A+!!

Ah, cool. Granted, I was looking at this on a fairly small screen, so I guess I missed that. Gonna play around with it!

Pretty cool so far. Having a way of changing up the names and numbers of Attributes and Skills would be nice. For example, I have a game I'm about to run with essentially Attributes and Approaches, with names adjusted to fit the theme of the campaign.

This game has been amazing. It reminds me so much of the early days of John Harper's Danger Patrol, in it's simplicity and ability to get the action going right away. Now that I have my physical copy, I'm going to be demoing it at my game store to show my customers some of the wider world of RPG!

And here, I thought I had lost all hope because I couldn't log in to Patreon for the last year due to some technical error. As always, you are designing things that inspire me, both graphically and imaginatively