Rise to Ruins is one of my favorite games ever - I've got close to 600 hours in it so far, with no sign of stopping. It's a fantastic blend of genres I didn't think possible before; a rogue-lite god game city building civ sim. It may take a little while to get into the swing of things, and the most important thing to remember is you will die, a lot. But I urge you to play it, it's amazing.
Chubby Crow Games
Recent community posts
Thank you so much, this is the first anybody's told me they actually ran one of my games, so this means the world to me.
Your critique of Engineers is also greatly appreciated, and a good reminder that outside eyes are always a good thing when designing a game.
The intended balance with Engineers is that their goggles allow them to access The Sight at all times without using a device, the tradeoff being that their devices require planning, while Magiturges can improvise their spells, but accessing The Sight takes up one of their ongoing spell slots.
So their intended advantage is being able to access The Sight without using one of their devices. Magiturges are also limited to using elemental effects, while Engineer devices don't have that requirement; however, re-reading the text, that's not something that is clear or indicated. And it doesn't address the fact that they also can't interact with spirits, which is a very good point, and one I think I let slip by me.
The other aspect I was thinking about with Engineers is their Specializations, which allow them to access technology in a way that Magiturges cannot, making their lack of spirit interaction less important in the long run. However, they key phrase there is "in the long run", and it completely ignores one-shots or shorter games. It also presupposes that players will take specific talents, which is always a bad plan; game design should never require a specific choice to be made, or else there's no real choice.
I have some ideas for balancing this out a bit, but I'm gonna take some time to readjust things and try to make the two vocations feel less uneven. Thank you very much for your feedback; while you're correct that this was a game created within a short jam window, I really liked making it, and I want it to be a game I can be proud of :)
Thank you so much!
I'm loving Affinity so much. It's better than Canva in almost every conceivable way, with one exception; it's definitely less intuitive. The tools available are vast and much more powerful, but I have to do a lot of YouTube and Google searching to figure things out. But I've enjoyed learning to use it.
Thank you so much for the kind words!! I'm glad that you enjoyed yourself even though you didn't "win", that was what I was hoping for; even if you don't "succeed", it's still a lot of fun!
Since this was one of the first games I published, I wasn't even thinking about booklets at the time, but that is a fantastic idea. I've recently been making my own booklet versions of PDFs of games I buy/download, so I know how useful and handy it is to have that compact physical copy to take with you. I can create a booklet version, but I appreciate the offer! I will upload it soon and make a devlog post giving you a shout-out for the idea.
Made to Rise has a three act structure built into both the narrative AND the mechanics of the game. Each act introduces new mechanics (skills, assets, et cetera), and character creation continues through all three acts as well, allowing for the system and the story to evolve hand in hand.
I'm not the designer of the Made to Rise system, but I have made two games for it (and am working on a third right now), so I'm openly a fan. :) The first game made for the system was Rise of the Apes, based on the incredible Rise of the Planet of the Apes movie. I highly recommend both that game and the SRD for narrative TTRPGs :)
The "What is a TTRPG?" section made me burst out laughing.
This game absolutely captures the vibes of being a TTRPG designer and I am in love with it. I can only hope for two dozen expensive supplements to this game so I can round out my shelf.
I'm not going to respond to your points because they're not worth responding to.
But let it be known that if my supporting the rights of trans people lost me a sale, that's a sale I didn't want in the first place.
Also, I'm trans, so like. Kindly eff off.
You're right about one things; this game does look really cool.
This is such a wonderful thing to read, thank you very much for taking the time to say it :) It means a lot. And I'd love to see homebrew content for one of my games some day so that blew me away :D
I wrapped up my project and went to submit it 2 minutes before the deadline, and I didn't know there were going to be questions about the submission, so by the time I answered them (at exactly 9pm PST on the dot), it said the deadline was over. Is there anything I can do to submit my game?
This is a fantastic game that is a tribute to both Pokémon and the dismantling of corrupt structures. It doesn't take long to play, and there's a lot of good messaging in here that's fun to read.
This is a concise, short, and wonderful list that can be modified and adapted however you need. Sure, it's written out for "orcs" and "elves" and "dwarves", but you can just as easily take these ideas and transpose them into whatever setting you want.
The world needs more resources like this. Thank you, Ennis <3