Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Nicolas "Gulix" Ronvel

A member registered Jun 14, 2017 · View creator page →

Creator of

Recent community posts

It's intentional game design. 

When a "Lead" (Piste in french) is declared on a prompt, it means following it will disrupt the current story (well, in fact, the current deck). Following a Lead is a strong move by the player (and one of the only ones available in the game). When you follow a Lead, you explicitely say to the game : "I want this theme to be added to the story".

I would gladely read/play a game where this notion is twisted.

Thank you ! The game we played was great. For the price, it will be free while it's still not "done". The Instructions/Questions will remain in a free version, and the Settings will be in paid version, like what I did for "Final Lap".

Thank you ! I had to reject some silly ideas to fit in this page. If I ever make a one-page extension of this game, I definitely plan to add other "Rocks/Rocky" to the mix.

I'll look into it today ! Thanks for joining in!

And happy to bring you into "creative mode" !

Thank you very much for this feedback!

Played it with my 6 year old. Got after a legendary mermaid, which was the former queen of the mermaid queendom, turned into a monster. We managed to get her back to her queendom.

The system works well and the prompts led us to fun and interesting scenes.

I'll get back to it with a more grim tone later, I think. 

Just two small things : what happens when I get back onto a revealed card ? And what happens if the card has been revealed (through another card like the satellite) and I get on it?

Yeah, it was a good idea when I was prototyping for a dedicated deck of cards, with different backs for Leads, Act 1, 2, 3 and so on. When I switched to a standard deck of cards, it wasn't useful anymore, and I shouldn't have kept it.

Well, it's corrected now ^^.

Read about some changes in the original game After the Accident. The core system rules have not changed, but some clarifications have been made.

A great solo game. The layout is immersive and brings its own kind of tone transmission. The prompts are great and the spiralling sensation of having to sacrifice something (control or bonds) in order to gain power is really well designed.

Even the world building phase is well thought and helped me build the backbone of my story.

A kinda review in french :

Oui, je pense que je vais le faire hier, et je proposerai même le PDF ;) :

Voici les règles de la Jam :

  • LEADS est un système pour créer des jeux solitaires d'écriture de journal, basés sur Après l'Accident.
  • Créez un jeu en utilisant le système LEADS (DRS gratuit à consulter ici).
  • Utilisez ce DRS pour guider votre créativité. Mélangez tout ça avec un autre système, ajoutez ou retirez des couches, surprenez-nous !
  • N'hésitez pas à proposer plusieurs jeux !
  • Tweetez votre création en utilisant le hashtag #LeadsJam et en me mentionnant @gulix pour que je puisse découvrir tout ça et le retweeter !
  • Créez dans la langue de votre choix !
  • Le but ici est de s'amuser et d'être créatif. Pas de classement, pas de prix, pas de juges.
  • Je vous invite à mettre un prix à vos jeux. Vous avez travaillé pour en arriver là, cela mérite d'être reconnu. Vous pouvez offrir des Jeux en Suspension (ou Community Copies) pour rendre votre jeu accessible à ceux en difficulté financière.
  • J'interdis explicitement aux nazis, racistes, transphobes, homophobes et autres bigots de participer à cette Jam, tel qu'indiqué également dans le DRS.
  • Cette Jam sera active pour 52 jours, puisqu'il y a 52 cartes dans un paquet de cartes standard.

Envie de jouer à un jeu Leads ? Essayez Après l'Accident. Ce jeu restera gratuit en tant qu'introduction au système, même si une version étendue pourra être proposée plus tard.

Thanks for the message ! I'll look into the file to correct the layout!

The System Reference Document for the LEADS games is available here :

You can read it directly on the itch page, or download the PDF of the text.

Original theme and mechanics, that makes me want to jump on that damn fricking planet !

This game clicks so well with its strange tone and the game offered. And the playlist is already done!

One of the Firebrands game I most want to play.

I really liked the game. It's strange, I don't know if I'll be able to play it, but it feeds my "game design" hunger ^^.

I really like how the resolution by narrative way is explained.

That's something I'll consider when updating this game (in the next few weeks). As I designed it, I wanted to focus on the "card" aspect and manipulation, the original gameplay of DFTQ.

While testing new games, I found also that a reference table is useful as I don't have to print, cut, sleeve cards.

Thank you! 

I'm happy to see that it works even if you"re not into motorsports. I'm not really into it neither. What I'm interested in are the racers more than the race itself.

Also cool to know it works with two players. It's a configuration I've not tried yet.


I've posted a french review and my notes from the game I played :

I really liked the game and the prompts. They're open enough to let me play an orcish library assaulted by an human army bringing their "light" to "barbarians". The tower didn't flinch (17 pulls, if I've counted well) and there were 2 cards left in the deck when I got that fourth king.

It's sometimes difficult to combine 5 cards, especially with many Hearts.

Anyway, got to imagine and write a great story, with surprises jumping in from previous prompts. I recommend this.

A review in french :
In summary: it's a great mix of Libreté, Urban Shadows and Brindlewood Bay (three games I love), and the tone and ambience is crazy.

Thanks for that game!

This is something I want to play.

First, the story starts with an intriguing prompt. Then, the characters are all distinctive, full of character and open enough to add your own vibe.

The system is simple and based on Lady Blackbird & Dungeon World. There's many little things I like about it (the rule of Cool, the open-ness), but it's mainly the structure that got me. Alternating between Journey (Now) and Memories (Then) is a great idea. A really great one!

Last, but not least, the game is full of questions. Meaningful questions. Even ones that can be stolen for other games.

A great piece !

Swords Without Master comes in a micro version. Just play without any Overlord, and run through multiple Rogue Phases. It's just what you need to dive in this masterpiece.

The Scroll of Invocations and Scroll of Demands are bonuses. Very good bonuses. It will get straight to my SWM material, as random tables of opportunities.

Great stuff!

And now I want to rediscover Neverwhere, 20 years later ... In a few words, the Tone & Theme of the game is brilliantly set. Don't know if the system will hold many games, but the distinction about the City Above/Beneath is great, the advice on how to portray them suit my memories of Neverwhere, and I really love the main idea for the characters : Knights of the Underground Table, looking for their queen. The main scenario is set with this goal.

A brilliant solo piece about being an artefact. The numbers of types of artefacts and keepers will bring a lot of replayability. The prompts are interesting and the layout is wonderfully clean.

A tough story game, about tough themes. And that's made with great inspiration. The two profiles of the main characters are well defined, bringing strong feelings into the game.

It lacks just a bit more explanation on how to pace the questions, but it's fully playable.

A fine experience of jumping alone in time. The introduction is very great. The presence of Sam, a loved one, is a brilliant idea. The different prompts went very well together, and brought an interesting story. Got stuck in my childhood place. Decided to stay there (King of Diamonds ...) while the idea of the Mission became needless to me.

A game to fight big monsters, in open way. The oracle (that can be anything) is pretty much the most important thing of the game, which can be adapted to many settings. The fight system is elegant, with dice manipulation. A good read!
My french report of the game, with the full story.

Thanks for the feedback.

I developed pretty quickly that tool, and that may be down to that reason for what you experienced.

I wanted the player to get a glimpse of their roll, to see how many 1s they rolled. And by putting the ones directly in the "stored" part doesn't fill right. I could do a transition, but my html/js skill is a little rusty on that part.

I will see if I can enhance this however, and I add it to my todolist, as well as the confirmation of the reset. Anyway, the code is open on github :

And I happily accept Pull Requests and Issues for ideas

Went through it and it was a blast. The questions are really well thought, and using the 100d6 mechanics allow for some new things (adding dice).

I will go through this review in more depth (and in more french ^^) but it transpires a great love for the art of wrestling. Thanks. That was a story I wanted to experience ...

Thanks, I'll see to update the files in the weekend.

Mon retour de lecture. TLDR : c'est très cool !

Une entrée en matière vers Bois Dormant qui donne envie. Il y a de la force et de la poésie dans le cadre de jeu décrit, qui donne envie de s'y plonger (dans celui-là et dans d'autres).

Le système demande à être testé mais semble une variation agréable de BoB, avec notamment cette gestion intelligente des couleurs en lien avec les saisons.

Ca résonne étrangement avec l'actualité, mais c'est peut-être pour ça que ça résonne encore plus ...

A very good variation around Swords Without Master, with the clever use of a recipe book. I a few pages, it conveys a special mood. I want to play it some day.

A great introduction to Wretched & Alone. But it lacks a little bit of an introduction : examples/tables to generate that Guru and who/what they are. Also, some prompts are too much precise, and are difficult to turn around depending on what you already put in the fiction.

Anyway, had a great time seeing this failure.

Une excellente campagne bac à sable, qui propose dans un minimum de pages de nombreuses pistes et un foisonnement d'idées. Voilà comment préparer et proposer une campagne pour Dungeon World ! En bonus, une superbe illustration de comment proposer un donjon non-statique, sans plan.