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jhontor

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A member registered 29 days ago · View creator page →

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walker trusting three hundred tons of gun and armor, only to be betrayed by systems, dice, and finally a safety switch. classic bad rolls, honestly. variance is normal, but this poor tank got the full lecture. perfect final click. fun work.

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thank you

home really never stood a chance once the rifle came out for comfort. adored how the story keeps letting ordinary life fail around her in small, specific ways. the pacing has this grim routine to it- every domestic detail quietly points back to the same wound. bleak, sharp, and very well handled. lovely work

that final line lands cruelly. the story does a nice job letting the room feel warm before everything goes wrong, so the luck feels extra mean when it finally shows its terms. poor ada ends up on the wrong side of someone else’s miracle. great work

i adored the portal weirdness here, especially the detail that everyone comes through at different times. it gives the whole mission a nicely unstable feeling. the piece is a bit rough mechanically in places, so the flow took some work for me, but the core adventure setup is clear. cool story overall

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ceana has a very respectable “stop overthinking it” energy. everyone else is trying to solve the giant like a grand impossible problem, while she treats it like a job with one correct angle. that's charming to me, and easy to enjoy. great work.

nothing humbles a tyrant faster than discovering the panic room was only a smaller place to be hunted in. loved how the piece turns “you’re safe here” into the exact moment you know he absolutely is not. strong imagery, very easy to picture, and a very satisfying conclusion. well done

thank you

this has a nice kind of doomed clarity to it. almost a faustian bargain, but uglier and more personal. the central choice is strong, and the story keeps orion trapped between greed, love, and the consequences of both. the ending is grim in a way that feels earned. really well handled. loved it.

leave it to dwarves to discover a glowing underground paradise and treat it as a mining problem within five minutes. the story is direct, but the escalation is clear and fun. i also adored the bleak little punchline of the failed heroic sacrifice only making the problem worse. poor domina.

i’m very fond of restrained pieces. bad numbers in a quiet room can be heavier than a battlefield, apparently. the story lets the impossible choice sit between cano and sette without forcing a big speech out of either of them. very clean, very calm, and quietly sad. loved it.

i liked the character angle here. scourge is not really beaten by strategy alone, but by finally having to sit with a feeling his whole existence has been built to avoid. the prose explains that turn a little more directly than i prefer, but the idea of a war daemon meeting acceptance at the end is a strong one. lovely work.

old bedtime hero stories are dangerous things to leave inside a ratman with a guitar. i liked how they become less comfort and more fuel by the end. warm under all the genelab horror, with a good final grin. lovely work.

the title is not exactly trying to sneak past anyone, but the story itself is nicely grounded. the fear here feels more convincing than any heroic speech would have. sincere, and easy to follow. lovely work.

the idea is familiar, but still neat. i do think the piece is more philosophical than scientific, and a bit direct in how it handles the emotion, but the irony of the ending works. solid concept.

good old-fashioned “space is wrong and nobody brought the right manual”. the story keeps the horror nicely understated, with the planet, the station, and even the instruments all becoming less reliable the longer it goes. i adored that it never fully explains itself either. the final uncertainty gives the piece a nice little aftertaste. solid work.

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this one really said, “having a bad night? here, have destiny.” city burning, family gone, demon in your face, and somehow it still finds an origin-story spark under all the ruin. 

direct prose, just a bit rough in places, but clear feeling and solid ending beat. great work.

thanks for the kind words

thanks for reading. 

i think with a piece like this, the question is probably meant to linger more as tension than as something cleanly answered. that was roughly the intention, so i’m glad it landed for you.

thank you

thanks for the kind words

thanks for reading. 

i agree, my piece is subtle for the most part, though i think you’re being more generous than it probably deserves. and yeah, the breathing room note is sweet. one-page constraint made me compress the dialogue a bit too much. i’ll keep that in mind if i revise it.

appreciate the feedback.

very funny little disaster. the escalating failure of every solution worked well, especially once the plan became “make it someone else’s problem” and somehow got worse from there. gross, silly, and fun work.

what worked for me is how practical the pain feels. nobody is destroying the past out of carelessness. they know exactly what they are breaking, and they do it anyway because the living still need weapons. the cruelest part is that the relics are not just beautiful, they are useful. heavy stuff, nicely handled.

to me, there is a lot of hurt driving this. the story treats vengeance less like a cool heroic vow and more like something grief refuses to let go of. rough around the edges, but sincere and full of feeling. great work.

this one is dense, but it has the decency to be dense about interesting things. old relics, robot grief, all that good awful stuff. i had to slow down a bit, but the atmosphere is strong and the central idea has bite. great work.

abstract pieces can get slippery fast, but this one stays readable. the prose has a good measured pace, and the whole thing carries its strangeness well. great use of the theme. great work.

rook is the sort of character who gets away with being funny because the story knows exactly how tired he is. good banter, worse circumstances. very sharp little piece. great work.

thanks for reading

cool story. the legion really got defeated by its own calculation. won the battle, lost the spreadsheet. cold little idea, and a very fitting take on impossible. great work.

this reads like the opening shot of something larger. less a self-contained battle scene, more the moment where the whole campaign suddenly becomes real. i liked the scale of it, especially how the impossible narrows down from planetary disaster to one captain having to decide what comes next. solid setup, and a great fit for the theme. great work.

always nice when a story understands that the real danger is not the cave-in, but the person beside you holding the explosive. good banter. and a very dwarf-shaped kind of bad decision. fun work.

poor gerrick really walked into the wrong genre. classic gothic tragedy mood, where love is present but not quite strong enough to fix what has already happened. neat work.

“plan b?” “on fire.” that tells me everything i need to know about this crew. messy, loud, and somehow still operational. good fun. 

shakespeare by way of ruined titans is a bold premise, but i respect the commitment. very goofy, very charming work.

always nice to see competent people being only barely competent enough. i enjoyed the back-and-forth between matthias and sylwen, especially how casual they sound while everything is actively getting worse. fun piece.

the repetition does a lot here. at first it feels almost arrogant, then it turns into dread, then it just keeps going until there is nothing heroic left in the room.  great work.

this reads very cleanly. calm and measured in a way i appreciated. enjoyed the gentleness of this one. lovely work

everyone in this story seems to be carrying the same sentence in their chest. by the end, i found myself believing it too. solid work.

this has the shape of an old knight story, which i mean as a compliment. duty, loss, impossible odds, and a man with very little left except the promises he made. good stuff. great work.