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ka1ikasan

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A member registered Aug 14, 2022 · View creator page →

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Thanks a lot, that's very profound! You've totally got the point about how player's mood influences the game tone. Yes, people are kinda not supposed to play during their breaks. If you do something you enjoy (like play a game) instead of chatting about "Patrick's new car" (fictional situation) you may be seen as rude. I never understood that. This game is a way to still enjoy breaks in the way I want. 

While Intruder aims big offices for the spy/hacker theme reason, the same tone influence actually works pretty fine elsewhere: at school, in public library, retail job, etc. Whenever you play in a situation where you prefer to do some sneaky dice rolls (because you do not want to talk about your hobby with strangers, because you're not in gaming-friendly space, etc) it will eventually take part in the "sneaky as a spy" mood.

Thanks again for your input and hope you had fun reading it!

(Finally got some journaling time!)

Just finished my session and had a blast: everything is very well written and the mood is definitely there! "Each time you roll this result..." sections keep tension real good. I didn't read entries before actually playing them and some of them remained undiscovered. Seems like I'd better do another playthrough :)

There was one point that wasn't entirely clear for me, but after re-reading the opening rules I now understand my mistake. Some entries on page 4 mention win or lose conditions related to them ("If this ever drops to 0...") but not Healthy / Sick crew members. I overlooked the rule on page 8 saying that Crew being on 0 is a lose condition (my bad) and improvised the following: at 0 Crew I considered that from now on my 5 named characters were the ones starving and dying. I only played 1 turn with this rule as my crew died at the second to last turn, all my 5 named characters felt sick but got to the safe zone right after that. I have no excuses ("of course I do: I had bad initial crew dice rolls, and that storm was real bad, and those mutiny guys left with almost all food!") but I had a real good time. Thanks for the game! :)     

Aww, thanks! I am a kind of person who walks along a wall while humming Mission Impossible theme whenever I go to the bathroom; silly is my second name! Very happy to share some of my nonsense with the community!

Thanks, that's very sweet and so many nice ideas! I've thought about a shop first but didn't want to make the rules too complex: as you say in it's current state it might be played without reading or referring to the rules at all. But I am sure there is a nice way to make such variations easy enough to remember!

I am so happy it sparkled your imagination! That's the whole point of such games! Cheers!

Thanks a lot! Yeah, it was really a game to fight boredom at work, but also in schools, in hospitals, etc. I am working on a different much bigger game with the same larp-like DNA but even Intruder might receive some reasons or additional content. 

Thanks for kind words! I am really into playing pretend and this theme inspired me a lot for Intruder. It is highly hackable though and I might publish a derivative game about public places, parks, etc.

Thanks again for a cool game! I think I got an unexpected ending where a spectator offers me shelter for the night and it went great with a lot of things we have in common. I just didn't roll on the Accommodation table that day.

Many many cool ideas in there: timing the game using actual songs is fire, giving that train-of-though vibe at the end is very well done mechanically! Also great visual design, very stylish and very clear where to go after the current section.

 

I honestly feel very nostalgic (in a good way) reading this game. People play a lot of games and very few toys. I have to admit that I occasionally pretend that a plushie I have knows how to backflip.

Very nice game I will try soon. Thanks for this entry!

Hilarious entry! Reminds me of Octopus Daddy video games and maybe a bit of Pizza Possum chaos. 

Thanks a lot! Last December I decided to publish at least one game with my own illustrations in 2026 and I am really happy with how this one went!

Nice one! I suppose that rolling an additional d6 still counts for Omega countdown and abandoning a companion might result in a -2. Will totally give it a try on a coffee break some day soon! Cheers!

Very unsettling generator that I really might use in some solo games (my group plays are usually more sensitive). A content warning might be useful on the project's page because holy moly it goes south real quick :D

Ok, I was not ready for the final rule! 10/10 great laugh and will totally play it in the office!

Thanks Mystael, it means a lot!

I had limited time to publish this one but a FAQ is indeed in progress as there are a few points that may require clarification :) As per your questions:

- Only one critical success may be discarded per REACH A LEDGE action (as in "I reached one ledge") as it could be opposed to "discard any critical successes". "Any" in this context means "be it higher or lower than your current hold". However, keeping a critical result to CLIMB and see whether another critical result couldn't be achieved is a valid strategy in my opinion. I didn't think about this one but it isn't in contradiction with any of the rules.
- Yes, "higher die" is used for "any rolled value that is higher than your current hold". In your case you can choose between d4(3) and d8(2) freely.


48 word limit was sure a huge limit for this game and I had to make some choices. I am happy that you enjoyed it though! Cheers!
 

Thanks a ton! This is my very first drawing done for a game; I also really tried to work with the layout to "say" as much as possible (e.g. text read... from bottom to top, ledge mechanics described next to a ledge, etc.)

There are not a lot of actual TTRPG base rule submissions and this is one of them. The skills are really nice, and roll-over is well suited for such a small games. Kudos!

That's funny how some rules just do not need to be explicitly written to be cristal clear: that first phrase with two d6 lists is amazingly simple! I also like how the difficulty of rolls is asymmetric: after a few failures one can only succeed while after a bunch of successes you can still succeed. Very nice entry!

Reminds me of the Polyhedral Garden by Junk Food Games : a cozy daily activity with a very slow growth. Really nice entry, thanks a lot!

Aww, that's a cute one!

Great toolbox! I've been doing the core notation using colored text (digital player) and it has always been a pain to format without losing track of my narrative. Will totally try to adopt your notation and spread the word!

It's definitely not a kind of games I play but I was really curious about it. It's really fun and sounds like a total chaos in a good way. I can totally see myself bringing this game up to a group of kids I happen to spend ome time with! Cheers!

I'd name it as your best game up to date: it's really beautiful and mechanically very well done. I usually do not play as a party because of all the required bookkeeping in most games, but this one hits differently while keeping named characters. The Terror's special powers sound really good :D Will totally play a session or two soon!

Thanks! I really think about turning it into a more complete game some time later!

Thank you for your comment and glad you found it interesting! It is definitely a physical game that is a love letter to one of my favorite video games genre.

Thanks for the jam, it definitely kicked off this old idea of mine! Cheers!

Don't be too harsh on yourself! The easiest way to play is to print/draw a map and to use a couple of tokens (buttons, coins, whatever) to play physically. Digital solutions may include tabletop simulators such as Owlbear Rodeo (free). It really boils down to try and repeat each level without having to remember anything too difficult.

But yeah, I am a huge fan of Portal series as well as old school stealth games. Maybe I cranked the difficulty to 11 at some points.

Thanks a lot l for your kind words! TTRPG folks may have dry-erase grids to play on but it definitely requires a bit of work to play otherwise. I have to admit that I had to find a digital way to play while writing the game since I was on a work trip then.

Nice catch! Yes, the crossbow shot cannot be executed through a solid wall so I'll have to add it to the post-jam version of the game. Cheers!

Thanks a lot!

Honestly, I will try to submit one. I usually write TTRPG kind of stuff but might try to design an actual boardgame (terms and conditions may apply) for the larger audience.

That's a great idea! I'd love to see several of those that look alike on the outside but have different inside content: instant random vendors!

I love post-apocalypse games and it's a really good take on the genre. Character archetypes are cool and define both what they do and how they do stuff. I also like how easily you resolve the random events problem: "roll a d6 regularly" (instead of exact conditions at which it must be rolled) is something more games should implement IMO.

There are no PC health rules, I assume it is intended for a more freeform style gaming? I'd just eye-ball health based on check results. Is it kinda the way you do as well?

Congrats for this entry!

Rules as written, you lose it forever indeed. Thematically, it reduces chances of "beginner's luck" kind of success and there's a couple of other statistical considerations behind it. However, I can totally see myself granting an item or a bonus that allows to regain a "lower" die one time. 

I might publish a solo guide for Act your Age one day, just a couple of tips and hacks that make things advance smoothly. Hope my response help you in the meanwhile!

Thanks for your playtest feedback, that's very valuable! First of all, as per "how do I distribute the dice or die for the next age": you don't. Moving to the next age only allows you to gain new dice when a single mistake occurs dusing problem resolution. When you learn from your mistakes you can only gain new dice "up to your current age".

My solo plays were often organized in one short adventure per age, the number of scenes has always been different each time depending on how it went. For example, I have played a medieval one-shot as a daughter of a blacksmith. She was good at crafting weapons (talent 1) and selling merchandise (talent 2) and wanted to become king's blacksmith (goal). Using an oracle (Mythic GME in my case) I determined the starting situation: a chief of royal guards came into our village and I had an opportunity to ask him to become a blacksmith in royal army. This Teen memory was pretty quick: I had to prove that I was worthy by crafting a knife as a showcase of my talent (succeed craft with target difficulty 8) and afters a couple of good rolls I succeeded at my current goal. My Young Adult memory was much much longer though: oracle determined that I had to succeed at finding right materials and crafting a shield at difficulty 12. I failed a lot, each time I decided that I needed someone's help and each time it turned out to be almost a separate adventure. Each adventure provided me an item or a knowledge that I estimated to +1 bonus to a single roll, a reroll of a single die or similar bonuses (cf. "How do I hack this game?" section). After many tries, I succeeded to craft a good shield and advanced to Adult age.

Thanks a lot for, that's sweet! I've mostly playtested it solo during the development and had a blast, feel free to reach out back if there are any design flaws!

Very creative idea that really sparkles the imagination! I can totally see myself running so many variations of the core mechanic to fit almost any setting where radio transmission may be a thing.

That's so kind, thank you!

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Thanks for your kind words! Yeah, depending on how many mistakes were made during the lifetime, senior may indeed end up with only a d4. The whole dice progression took up a bit of time to simulate both senior's experience and teenager's youth and capacity to surpass themselves.

Tons of excellent games indeed! I am still discovering other entries myself! :D

Honestly, keep the one that you use at least for section names, maybe some emphasis or something like that. Along with this font, any old-ish looking font should work. Maybe take a look at FontsInUse: search for horror shows quite a bit of Helvetica and even Times New Roman, which, added to a more stylyzed fonts, seem to work well. But maybe you will find something that corresponds more to what you are looking for :)

You're goddamn right Blank Template - Imgflip

I will probably spend my day speaking in badass quotes. Thanks for clarifying that, I totally overlooked the ammo part of sheets. Cheers and thanks again for the game!

"I ain't got time to bleed!" I kinda miss those old action films: they have questionable ethics but damn the punch lines were fun. I can totally see myself playing RPSG during a car ride. Thanks for the memories and a cool concept!

A quick rules-wise question: is Ammo a binary value? If I understand correctly, I only have Ammo for one Gun action. After that, I have to invoke a reload trigger, right?