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Inkwyrmling

11
Posts
1
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A member registered May 18, 2021

Recent community posts

Are there any other conditions to meet? I couldn't seem to make it trigger. 

This is such a cool game! It just needs a little juice, and an audience!

It seems to be shelved, unfortunately. I wish this would be made into a full game. The concept is so good!

Nevermind, turns out I was using the menu export before. Thank you!

Yup, that's how I got the image I sent.

(1 edit)

How do I save these as just the gifs without the menu? It keeps pulling the full screen as a still when I try to export or save (like shown). Really cool tool, by the way! I'm going to use it for monster tokens in a campaign I'm running!

Yeah, this is really not working. The moon mirror is broken, I can't get the romeo to spawn for the book chase, and the volunteer has reset a bunch of times.

Ahh, apologies, I got my lefts and rights mixed up. Oops

Rosemark on youtube has awesome guides for the game that you can reference to answer questions like this, but to answer your question here - 

1. get the screwdriver and unlock the vent in your office

2. Go in the vent and turn left. DO NOT go into the dead end (unless you want a creepy jumpscare and game crash)

3. Take a left just before the dead end and head straight. It should have another locked vent. Use the screwdriver and enter the room.

NOTE: this will unlock a new animatronic for future nights and make them just a little harder. So, I recommend doing this only after you're comfortable with completing the nights (or using Rosemark's guide to get through them).

Overall, this is an excellent use of one page of text. It provides a strong simplification of the Spell the RPG rules, a strong setting that stems from an implication the rules provide, and a starting point for an adventure in this setting.

To go a little more in depth, I feel the first page's Spell supplement is a powerful way to represent the direction that the full game pushes without overburdening players. In my efforts to introduce Spell, the primary complaints were around how the options were paralyzing. These rules narrow those choices down into something simple and perfect for a one-shot, while also allowing the players to grow into the full game if they enjoy that experience. 

That supplement, along with the setting are amazing. It feels like a fun way to explore how spells can be passed down and form a town. There's a small suggestion of a possible adventure as well for people to easily build a one-shot with this rpg alone.

Okay, I was drawn by the ridiculous and silly premise. However, in practice, I really enjoyed this game! 

The mechanic of using dice as your kart is awesome. I will mention, though, this is a more difficult game to play online on platforms such as Tabletop Sim. So, I would highly recommend you play in the meatspace. 

Though, even if you don't feel like the theme works with your style of game, I feel this game's rules can be applied in a wide variety of situations. Right now, I'm thinking of pulling together an Acceleracers-themed campaign for these with some Hot Wheels cars.

Even if all of this doesn't feel like what you want. You can still apply it to your pre-existing campaigns. If there's any sort of vehicle-based chases I have in any of mine, I will use this system.

 Well worth $5.