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Jussi Kenkkila

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A member registered Dec 04, 2019 · View creator page →

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I used to love making long equipment lists and spending a lot of time in character generation choosing gear, but I don't have time for that now. I want to minimize the chore of chargen before we can start the game and Schrödinger's Gear is one solution I've come up with.

The CR link to abilities is a compensation mechanic. The weaker characters get better gear (a headstart on the arms race) so they'll have more equal chance of surviving despite lower saves.

Hi! I really hate fiddling with equipment lists for quick games, so I'm experimenting in ways to minimize that. S&V and other Blades in the Dark Derivatives were an inspiration for that.

I wish to afford some art. I'll see if I can start with some free art or stck art and then commission more. Also I'll get it laid out by someone more skilled.

The Mark of the Odd system is classless by design, but I'm thinking of bringing some special skills to the starting packages like in Into the Odd to balance poor Ability rolls. In a quick-to-play game I want all of the player to take any role in the party/crew they wish without restrictions. The crew positions on transports are there to give something to do for other players while one is piloting.

Great writing. It invokes the uncanny and surprises at the end.

Sounded nice and looked fine, but was way too dark for me. I could hardly navigate by following a wall or railing. I

The soundtrack elevated the atmosphere. I did not fare well, as I could not get wood and enough food and everyone kept dying. Sometimes I could not add farms or woodcutters even though I had free workers.

Very atmospheric and somewhat Twin Peaks -like. Not much to do but go with the flow and enjoy the horrors.

What a cute monster game! Fun and fast paced. 

More engaging than I initially thought. I liked how the items, spells and monsters evoked the feeling of dark fantasy and horror. The inventory system was fine, but the "drop item" menu did not show the beginning of the item names as they went out of window.  Also there was no way to abort an attack spell if there were no legal targets visible. The game did slow down and speed up sometimes.

Very atmospheric! I loved both the visuals and ths sounds. The physics were implemented nicely and the improvized weapons felt like they had some heft to them.

I could not zoom out so it was hard to see what the other players were saying. Also I couldn't figure out the rules of the game at all.

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I love the "light reveals secrets" mechanic, navigating the dungeon with the flashlight is a completely different experience than without it.

I liked the flashlight illumination. It made the rooms feel more menacing. I could not hurt the big monsters, the gun was firing to a different location compared to the aiming icon. Also the big monster couldn't hurt me so that didn't matter as much.

I liked the look and feel of the game. The randomized content does repeat a bit, so I had to cycle through it to get the one I was looking for.

What an amazing game! All of the elements are top notch. I'll return to the game later to finish it, but already playing the first puzzle was fun.

Nice story and visuals. I liked the use of the two main characters.

Not very gamey, but I loved the story. Nice combination of cosmic horror and folk horror with a bit of scientific verisimilitude thrown in.

The ideas are intriguing, but the constant wandering around is too much.

I feel the idea of this game captures the feel of cosmic horror in a nutshell.

I liked the spooky feel of the game and how the minimal art and sound were able to evoke a sense of doom and dread.

I loved the arts tyle, but couldn't really interact with anything except the wardrobe. I got to the typewriter mode, but could not type anything.

I liked the dialogue a lot. Also the color magenta ;)

Hi! Thanks for the comments. I'm hoping to outline the wrold better in the next version and to add some in-world text for the atmosphere. In my head the first expeditions to our solar system were just a part of the general expansion of humanity into space. Once the first alien artifacts were found there was a gold rush for them as they held a promise of power and technology beyond what we had accomplished so far.

The concept was silly in a good way. The comic was great! I didn't figure out if there was a way to manipulate the doors, but it didn't matter. Also I couldn't close the game when it was over.

Cool. I'll write that up as a specific thing that you can do (the grappling attack) with the minimum of rules.

Does the escape attempt take full action or can the character cause damage at the same time?

I've run the game twice for my group and they've enjoyed it. We lost the first character on the second mission (one of the two with experience from the previous mission) and it was emotional. The missions were converted short cthulhoid adventures and I'm a fan of Delta Green, so the horror element was definitely there (more Call of Cthulhu than Pandemonium). The random backgrounds were great and loved by all!

The one thing that was missing was grappling rules (!). I know those are a problem on most F20 games and Into the ODD has like two different unofficial ones. I wrote something up after the session and will test them next time.

Hi!
We've been discussing adding the family names for all people to help reading the timeline without referring to the Excel output file. Most likely reason for the happiness drops is being captured in war. That happens a lot in this version.

The sounds keep turning back on when I turn them off.

The sounds keep turning back on when I turn them off.

What's the recommended maximum image size?

We've started planning on the JGD Discord's "Tool Jam" channel. Join in for ideation and help create the first test data sets.

https://discord.gg/AQNGJ78h

Hi!
Let's gather all the participants from the JGD Discord under this topic. If we get many, we can split into more teams. Lets' get organized!

I could try a smaller font on the next version.

Thanks! I've been too much inside due to the virus, so I wanted to motivate myself to get out into the nature (or just the neighborhood).

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I submitted three mini-zines to https://itch.io/jam/minizinejam2020 and made two more at end of December, but missed the deadline. I don't know how it happened, maybe I just remembered the end date wrong. :(

Gameplay video: 

Team:

  • Game design: Jussi Kenkkilä
  • Graphic design of boards, tokens and cards: Essi Kakkola
  • Playtesting: Chris Castro & Aki
  • Art assets: Delapouite, Faithtoken, Lorc & Skoll (Available on https://game-icons.net)
  • Tools: Adobe Illustrator, LibreOffice & IrfanView
  • Total development time: 30 h or so
  • How does the game fit into the design constraint "Board Game Ecologies": The game niche is "rule-making games", wher the main mechanism is to create new rules that affect the gameplay. In this case the rules make it harder to gain points and limit player choices in the game. As more rules are added the complexity increases, making mistakes almost impossible to avoid. This makes it possible to win by dropping other players from the game.