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Ian K

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A member registered Nov 08, 2017

Recent community posts

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Very well done!

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Duuuuuuude!

Making this my sig pronto! :)

Also if you are still doing promotional sketches, I would love to have you sketch my bounty hunter!  His name is BRADBURY 'SHARKTOOTH' PYLE, he is a COOL OPERATOR with BLUE CYBER EYES, and he is a FUGITIVE from the corporation that raised him.

Just played this today - and it was great! Everyone had fun, and we all agreed that it really felt like an extended episode of a certain anime.  Our characters infiltrated a hospital, stole a tranquilizer machinegun, crashed a shopping cart, and finally cornered our bounty in a run-down aquarium - only to see them eaten by a shark.  But we did stock up on bean dip!

As for questions and areas that could be tightened up:

* I think the game could use a character sheet - I made one up in Google Sheets, but then kept realizing that I had left something out, and had to edit it.  Maybe it could be combined with the player aid you are working on?

* Injuries/Conditions are introduced in sort of a piecemeal fashion.  You don't learn for a few pages after they are first mentioned what they mechanically do - take you halfway to being knocked out.  In part because of that, partly because I misread the rules, we didn't do much with them - usually we would add some sort of narrative twist or complication to the character's success (i.e. you get through the door BUT now the guards are on high alert).  And since we would do 2 or 3 rolls in each of our solos, there is the possibility that someone could have taken two injuries before we got to the Headout - what would happen then?

* I could see a slightly different player group struggling to find the flow of collaborative narration early on - maybe a slightly more structured opening, that holds the players' hands through introducing story elements and complications for each other, would be useful?

Again, great game, 5/5 would complain about having to eat vegetables again.  Thank you for making it!

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This looks so dang cool

Ran a game of this set in Neo-Miami in the 21XX.  Great fun was had by all.  The runners somehow made it past gangs, Judge Dredd-knockoffs, a spider tank, and two fratricidal AIs (I guess I was too easy on them!).  Probably the most memorable scene though, was one two of the players traded their (prospective) first born child for a limo!

I did have one question - it's not clear to me how 'nested' progress bars work? For the tank, I gave it an energy shield, so that the amount of damage it could take was limited until that bar was completed, and then I made a separate bar for the tank itself.  Not sure if that's what you meant though.

This should be in every Fate GM's toolbox.  Valuable advice on how create opposition for your players, from different classes of enemies, to traps and barriers.  Also has a variety of example enemy lists - whatever setting or genre you're playing in, you are bound to find something you can use

There are a lot of great Fate games out there, but I still think this is the best one.  

+ The setting of the Atomic Robo comics is incredibly fun, and the comic art used to illustrate the book is excellent.  

+ The rules are explained in a tone that is conversational yet specific, and illustrated with comic panels to show how the game emulates its genre.  IMHO this book is the best way for new players and GMs to come to grips with how fate works.

+ It also introduces new, valuable mechanics to the Fate toolbox.  There are rules for superpowers, inventing new tech (which can also be used for rituals or long-term projects), and improvising solutions to mysteries.  Additionally, many of these are tied to being good at science, so less action-oriented characters get to do lots of cool stuff!

- The only complaint I have is that so-called 'EZ character creation' is actually kind of confusing in practice, at least the first time!  Still faster than most other RPGs.

I really like this concept.  Seeing the 'unharvested' counter pop up was quite chilling.

I enjoyed it quite a bit.  Would be very interested in a more fleshed-out version with a greater variety of tactical challenges and options.

DUDE I PLAYED HALF OF THIS GAME YEARS AGO AND REALLY LIKED IT BUT I COULD NEVER REMEMBER WHAT IT WAS CALLED

It was almost impossible for me to be able to click on items in my inventory to use them.  The poor controls combined with the permadeath made for a frustrating experience.  I like the look and concept of the game, though, and I would like to play an updated version

Figured it out, file was missing UnityPlayer.dll.  Unfortunately I can't progress past the hand-pointy part.

Neat concept!

Can't run it :(

I like it but I keep randomly dying for no reason :(

I really like the concept and the art.  I would love to see it expanded.

Good to know, I'll have to start playing with Harlowe the next time I faff about with Twine.

(and I appreciate your appreciation ;)

I didn't know you could do half of this with twine!

Really enjoyed this game!  If you like quirky JRPGs, you should check it out (and the crowdfunding campaign too!).

A short but sweet game with lovely character art, about a girl who gets caught up mysterious  goings-on when she goes to inquire about the health of the land's beloved Empress.  The story does follow a lot of Japanese storytelling tropes, which can feel awkward if you aren't used to them.  Unfortunately, the English translation is quite awkward as well.

I like the concept of this game, and think it has potential, but I feel like it needs to be more challenging, or introduce more wrinkles into the combat system, to really hold my interest.  The most frustrating bug I encountered is when an enemy unit doesn't do anything on their turn, forcing me to restart from the most recent checkpoint.  I got so frustrated with that bug I didn't even finish :(