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Zylo

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A member registered Jun 08, 2020 · View creator page →

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This game was very addicting, until it was not. The balance started to feel very off near the mid to end where I was making to much money for the very little progress I was making. 

The game has very real potential for a full version. I don't agree with some of the people claiming it needs more rotation options, I felt the jank was half the fun, even though it was frustrating.

I did beat it after a few hours, but no idea how to find the secret ending?

Thanks for the clarification!

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Thanks! In the same note the base ability mentions them having a max of three zones out at a time, I assume that is to be 3 between all of them? Not sure that is as clear as it could be.

Also is it intended for Lurker to be able pull a player into their shroud, shred them and then deal double damage? In a single attack? Seems more like its meant to be a threat, the first attack pulls them in, threatening a shredded double damage attack new turn.

Awesome

Please add bookmarks, takes forever to load up all the pages just to find the one I want.

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For the Lurker, you wrote that the reason to let the lurkers keep using each others zones was to remove upkeep of tracking zones. But you made it so when a Lurker is destroyed, its zones are too. Which by necessity means we still need to track which zones belong to which lurker. Is this a typo? Is it meant to be they are removed once ALL lurkers are destroyed?

Game has nothing to do with paper mario. It seems to be some buggy meme horror game. Where you try to escape an office while your boss is out to murder you.


It is not very good.

Apparently my player "choice" was to slip off a roof, fall into an ally, then spend an hour wandering between identical cut outs of buildings with no way to figure out where I was or where I needed to go, now that I was so far from the starting area. Also had no energy left, and had no idea how to get more.

This is one of those games where you have to invest a lot of time and effort before you get out any fun. Like e.y.e divine cybermancy.

Great update, love the changes. At this point I only play with the rebakes over the base game. Glad this can now apply to the units form wallflower (which I really enjoyed originally) but now enjoy even more. great work!

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Thanks for the update!

btw some typos... 

pg 31 "and you ignore any access" I think it is supposed to be excess?  

pg 103 afflliction should be affliction

pg 108  "Sins don’t necessarily have to take the above two reactions " I think there were four listed reactions not 2.

pg 115  "three times as mission" should be "a mission"

I would also like this. Im trying to find out what changed about exorcist suitability, but that change was in 1.2 which I missed.

One I just noticed today.  Which I don't see anywhere on the sheet (might just be missing it since its an interaction of multiple things)

You can not become hidden if engaged. Even if invisible. (can still be engaged while hidden and remain hidden, just cant become hidden)

Additionally hidden character's do not cause engagement to others, but can still become engaged themselves. Which creates the weird state where one character has the engaged status and is hidden but the other is not hidden and also not engaged. (not sure I like this rule as in all other cases both parties becomes engaged, but I believe this is RAW)

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Love the sheets, but the rules for engagement make it sound like you only become engaged with larger foes. Which is not the case, your movement is just not halted by larger foes, but you still are engaged.

Also heat is not damage, despite the term heat damage. Which could lead to confusion since it is bundled with the rest.

Also Prone doesn't mention that you can't rise from prone while immobilized. 

Strong potential in this game. Haven't had this much fun with a puzzle mechanic since portal.

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Oh I see, I did not understand that the initial line, about how to read this module, was describing the initial text. I thought it was just a description for the bullet points underneath it. So I failed to grasp that the non bulleted text at the top is meant to be given to the players immediately. 

That does clear things up a bit, thank you!

Cool adventure, but i'm not really sure how the players are meant to explore the ship, Do you as the GM just list off every point of interest on the map? Do you make them roll for it and give them one of them if they succeed? Do they look at the actual map and have to deduce from that, since the maps without notation of what is what are labeled as "player". One takes an action? The books lists a few examples, is finding a point of interest an action, because it describes searching an entire room as a single action... but multiple things in a room state that they take an action...or is learning them all a free action?
I know how I would / will rule on these in my own game, but I wondered what the official stance was.

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The issue was fixed by toggling off Buffer Depth Auto on the main layer in the scene.

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Toggled off the shaders, no luck. I am using a second image as a mask, that looks like that might be causing this some how? Not sure why. The lines do no appear in the masked image, and shaders are off on that one as well.

But if I unmask it or view with no effects the lines vanish.
Also I have not done anything insane. I remade the project same issues. All I do is add the 2 images, mask one to the other and boom lines.

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I imported an image to work with and only in PixelOver does it have perfect black lines splitting it up. I assumed they were just something PixelOver was showing as guides maybe? (first time using it)

But then they showed up in the final exported project. How do I get rid of these lines?



The lines are not consistent, and If I transform the image they sometimes vanish. But as my animation involves a transform, that just makes them flicker in and out of existence during the animation.

I tried re-importing the image. The lines were still there. I opened the image in photoshop and checked to confirm they were not on the original image.

So cool, thanks for the update!

v1.1  Lots of good changes here, from typo fixes to layout and general flow changes. The big standouts for me are the redesigned character sheets and the changes to teamwork. Reducing the numerous teamwork options to now just functioning like a devil's bargain is a good change for the sake of simplicity. While I enjoyed the nuances of the different versions of "teamwork" I found players often forgot an option existed or how it worked, while also getting frustrated they all could not "assist" someone. This new module addresses these issues nicely and I'm excited to start running games with it.

I still would be interested in finding out why the spark runner rig received such heavy penalties though. (costs load; and coin; and reputation with a specific faction; and takes up a veteran ability on your character sheet; and requires a roll to even use without it glitching out) The item doesn't seem particularly broken game play wise since the shadows crew already had this ability with Ghost Echoes, which only costs the crew upgrade to acquire. Is there a reason why the spark runner rig was listed this way? As is, without house ruling it's cost down, I can't see my players ever wanting to acquire one.

Both the best and worst Lancer campaign I have played to date.
+ great art
+ great setting
+ great characters
+ great battles
+ interesting faction mechanics
+ branching narrative

- typos, oh dear Ra, the typos.
- errors / contradictory information
- things lacking explanation requiring a asking around on the discord.
- no lcp for npc's requiring you to manually enter them yourself

Typo page 25.
"would likely ruing their wares otherwise."
should be "ruin"

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I hate that as a Tom Bloom fanboy, I have to have this game on my hard drive and now hide it in shame from all my friends and family.

Also typo on page 2.

"you are always successfu."

Combat 2: Walk in the Park

Foundry map hex grid settings, as listed, do not work in foundry. Only about half the map is lined up correctly with the hex grid.

Also it is listed as "Walk in the Forest" instead of park.

So generally like this addition to the game, lot of cool new content, and I'm excited for a lot of the rules changes to be implemented in my group, but I did have some issues, which I am sure some other people have mentioned.

  • pdf seems broken as bookmarks do not work.
  • Spiritbane Charm, Arclighter & Glimmer, and Prichard Camera are under all of the scoundrel's special items when it sounds like they should be in the generic list since they all have access to them and therefore are not playbook specific.
  • The sparkrunner rig requires you to get in good with a faction, spend coin acquiring it, spend a level up learning how to use it, and makes you roll to use it with a risk of a malfunction. Which is a lot of downsides for a relatively minor power, specially when Shadows have Ghost Echoes which is all the upsides with non of the downsides. What makes a sparkrunner rig worth all this hassle?

But leagues of redditors will tell you to never play blades again.

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Chef's kiss to the changes. This feels much more in line with what I expect from the game feel, then what was actually happening in my games.

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Fun game but very frustrating. The missiles feel ineffective, and you need at least 2 to destroy an asteroid so the first half of the game your forced to crash and hurt your ship to get cash flow, or stand in one place equipping no engines to and waiting for cash to hit your ship. Both options just feeling bad. (best was 80k)

If you can survive that bit though it gets quite fun, but I can't make it far after due to being so hurt from the start of each run. Not sure what I am missing, but if this is the intent, id say beating up your players before they can even do anything is not an enjoyable mechanic.

Fun idea, dragged down by an obtuse beginning, and bugs. 

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Fun idea, but has issues. The main one, for me, being that all guns point where I do. It seems mostly pointless to add more gun when they all fire at the same exact spot and I could add upgrades instead, which can surround my guns to keep them safe.

I'm being attacked from all sides, I want to be shooting in more directions, but the game doesn't allow for that. If the enemies were slower and less numerous then I could see precision aiming being more of a main mechanic.

Other games balance more coverage by having the player struggle with bullet coverage VS bullet potency. I think this could benefit from that struggle as well.

Game is punishingly difficult. Very little feedback about being hit, no cross hair for bullets, and infinite enemies make this game very difficult to play. Its an odd choice to give the player extra movement options, but then make the objective standing in a shrinking circle, making it so they can't really use those options.

Interesting and fun idea, needs to tone down the difficulty or up the player feedback / quality of life.

This has the makings of a puzzle game, but is sadly closer to a walking sim. There is very little deduction on the players part you just wander aimlessly till you find the key, switch, door, etc. It requires very little thought on the players part which makes it a slog. Particularly because growing small makes you slower.

That said the growing, shrinking, and light mechanics have the makings of a good puzzle game. The game just needs more mechanics for the players to interact with to build engaging puzzles.

I was going to write this game off due to the lag, but ended up playing it anyways because it ended up just being so fun. Needs polish, but a very fun core gameplay loop is here.

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I could not leave the first screen. The game says to land a super jump on the crystal. I jumped through, on, around, and under that crystal but could not seem to make anything happen. Eventually I was forced to give up.

After reading some comments I tried again and finally got it to sort of work, but found it frustrating enough that I gave up again. The game needs better feedback about when to jump. Right now spamming jump over the crystal feels like it just doesn't work rather than Me being the one doing something wrong.

missions needed to survive to increase CAT is different on the character sheet then what is described on page 45.

Loving the games feel and look, but not sure I understand the Bind's power of SURRENDER. It lets them gain +1d at the cost of 1d3 sin... but cant people do that already with a psyche burst? Does it give you anything other than the ability to choose what SIN MARK you get? Seems kinda like a wasted power slot.

Was never alerted about this response, so only just saw it, but thanks for taking the time to reply.

Solid and polished little puzzler, with excellent puzzle design. The only thing I am left wanting is something else to keep me progressing through the puzzles. More story, or characters or something. Half the appeal of portals is Glados. Some compelling reward besides more puzzles would put this over the top for me.

Would be super cool. Thank for making this program.