A really fun solo game, one of the few I've found so far that are not journaling games! I played for about 1:40 hours today, which was enough to fail the game three times, the last time just a door away from the exit. I will say, though, that I actually didn't roll to open doors, because I saw the conversation about door targets too late and simply assumed that them not having a target number meant that you couldn't miss. Either way, I absolutely recommend this game! Failing has never been this much fun before.
KatFoxwell
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I just finished my first playthrough, which ended with the tower falling, as there simply were no levels with more than two blocks left. It was a beautiful tragedy. It took me a bit to find a way to make that ending fit, but I am happy with what I managed to piece together. I had a great time playing this over the course of a week, and some of those prompts really came as a surprise to me. I especially liked that every journal entry combined four prompts, giving the player some chance to influence the narrative and make them work in a satisfying way. What a fun little game, thank you for this!
My two friends and I had an absolute blast playing this yesterday. They played two geese with a specific hate for businessmen who come through the community garden without appreciating it, and I made sure that at any point, there were at least two for them to haunt. The game is a lot of fun. You need 3-5 people total, one of which will be the GM, at least three d6, and a way to build little mind maps where you can move pieces around. You will also need creativity and the spite of a goose, but you will find those in your heart in no time. I would play this again in a heartbeat, it was great.
The trifold was more of an issue for me, partially because I was also a bit confused at first how to fold it. I made a cheat sheet for me that included the basic rules and the actions, because I needed them next to each other at the start of the game. Once I got the hang of it it was fine, but at the start I was struggling a bit. I know that I can sometimes be a bit particular about things like that though, so that's fine!
Just finished the game, after three short sessions (my character got Fatigued and had to go home). I really like the game, especially the way the library functions, with the random sections and wonderful whimsical worldbuilding. The rules layout sadly didn't work that well for me, so I had to copy the rules and reformat them in a way that was easier for me to work with, but apart from that I had a really really good time and would definitely recommend the game for anyone who wants to discover the most magical library!
A fun little game that is super quick to read, understand and play. Within 20 minutes, you can easily download it, read the rules, and play 2-3 rounds. It's a fun little exercise in bringing all the witty and snarky comments you would never say in real life (you can even take the time to think about a good answer! No more far better answers three hours later!).
Because the rules and prompts itself are so light, you can easily exchange a topic you don't want to think about too much for another, like climate change, or feminism, or science, so it's fully on the player to decide what topics to explore. Thanks for the game!
The Last Noita is a game about a community close to an important change of times of some kind. First, players create their witch by answering some short and precise, yet evocative questions. Then, the game begins, and the witch offers aid to those that need it or explores the world around them. The prompts are short, more general for the minor arcana and specific for the major arcana. I did not try the optional rule, because I quite enjoy the relaxed and more storytelling focused base rules, but I think making it a challenge could also be fun! I have made a bit of a habit out of simply daydreaming about another day in my witch's life when I have the time, taking only a handful of notes. It's a fun exercise in reflection and storytelling, and I am enjoying it a lot.
Thank you for this, I just finished this game!
It took me two sessions of about 3-4 hours each, but I took small breaks inbetween and am someone who likes to write more rather than less. Setup and reading the rules was super quick, and the rules were easy to understand as well (I just forgot some while I was playing, but as I remembered them I could just quickly incorporate them again). Generally though, I was positively surprised about the amount of writing / note taking in this game. I had some solo games where I got a bit exhausted having to write so much, because they started to feel slow at times, but here I didn't have that feeling at all. Because not all cards get a prompt, it feels like the player actually gets further quite a bit!
My character actually made it to the summit in my first game, too! And it felt like a great achievement. I was really proud of her.
I especially want to point out that at least during my experience, the rest phase was actually the one that was most dangerous to the goal of reaching the summit, as supplies are depleted. Such a great mechanic!
I do have some small notes, though:
- The text for the terrain says “Refer to Tables 7 & 8 for what each starting card means” - I think this should be Tables 5 & 6 instead?
- For me personally, it would also have been more helpful to have the table with the maximum resolve tokens after the rest phase rules instead of at the beginning, because I cecked whether there was any resolve to fill up when my rest was finished.
- I also wasn't sure what card to take the prompt from if my very first card of a climb phase was an obstacle. I decided to take the challenge for the last supply card of the rest phase before.
All of these things were super minor though, of course, I just wanted to point them out as things I noticed during play.
TLDR: I had a great time. With little preparation I had two afternoons of fun. I would recommend this game to anyone who wants a low prep, medium-note-taking-effort solo game about climbing a mountain. In my game, the tone was adventurous with medium stakes, but I am sure that the stakes could be higher or lower based on both luck and the decisions and interpretations of the player.
A friend of mine gifted me the physical zine, and I loved it so much I bought the digital version, too. We played the two player version, alternating the roles of tea shop owner and visitor with every visitor that came. We had a really good time talking about life and death, destiny and expectations and freedom. We laughed, and we nearly cried. It's a really great game, thank you so much!
Thank you for this wonderful game! I played through it in a span of about two weeks, although I was only that fast after I switched up my strategy and decided not to write out every scene, but to plan them out with bullet points. I played through the game, taking notes, and then as I had finished and knew how long the story would go and what scenes were yet to come, I went back and added on to my notes. Now I have a very good starting point for writing out a short story about a haunted house (which I will hopefully actually do!).
I personally really recommend reading through the full pdf and its prompts first, and then creating characters, backstories and maybe even the affliction with the knowledge of what prompts can come up. For me, this made for very smooth gameplay where the prompts fit my characters well.
I really enjoyed the prompts and how they made me think about the characters and the mansion. Even those that were difficult for me to answer at first became a lot of fun when I went back and added some foreshadowing for later, or a motif I wanted to bring up again, or some metaphors that fit well. It's a lot of fun, and I can only highly recommend this game for anyone who enjoys creating stories about old and crumbling houses, about grief and processing, about time and nostalgia, gothic horror, and friendship in the face of incredible challenges. Note that this game can have a tragic ending, but as it is a journal game, you are the creator of the story, and you get to decide when it is over.
