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Laelaps Games

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A member registered Aug 03, 2024 · View creator page →

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Right now we only have a weather system which applies negative effects. To be honest we didn't think about "uphill" and "downhill" until the system was already almost done, so it was hard to justify re-balancing parts of the game to include a feature which we didn't think was going to be that fun in the end.

Our best idea was "If you start your Maneuver phase on an uphill section, subtract one success from your Maneuver phase roll"

And, "If you start your Speed phase on a downhill section, add one success to your Speed phase roll"

It's a little Power favored which makes sense honestly, but its effect is pretty insignificant overall. 

Buuuut that's just our idea, you could always homebrew something that is better!

Anyway, thanks for the feedback!

I think you are totally right! We should have thought of that when making the book.

Unfortunately we are a very small team and right now we are focused on promoting the game and adding more content like maps rather than making big changes to the book itself.

We will, however, run an UMA RPG campaign over at The Harmacists (https://www.youtube.com/@theharmacists5454) hopefully in a couple of weeks. The campaign will serve as a great example of how the game is meant to be played.

Thank you for your feedback!

Hello! Thanks for your feedback back and sorry for the late response.

1. Yeah that is intentional. As an F tier skill it is supposed to be rather situational. 

The weather is stated by the GM at the start of the race day, and you can equip skills right before choosing your starting gate so If the weather is sunny I wouldn't recommend equipping this skill.

2. In the sections "Acquiring Training Points" and "Calendar" (in the campaign chapter) we explain how the the game outside racing should flow and when the GM should call for checks.

We've been discussing about adding a GM section for a while now. We'll take your post into consideration!

Saving stamina early translates to a better last spurt as well as being able to use more skills which help you get ahead. Through our testing we saw that those advantages already do a good job of making up the difference you lost early by not spending stamina so we didn't feel it would do much to include a skill which has a similar effect (falling behind early thanks to not using stamina and then getting ahead at the end thanks to that saved up stamina).

Of course you can always homebrew skills, aptitudes or anything you think would make your games more fun!

As pointed out in page 12, you need to consume 1 stamina in order to activate a skill. So you could indeed reroll the same check over and over again as long as you have the stamina to spend.

Hope this helps!

(1 edit)

It should be fixed now. Thanks for pointing it out and sorry for the inconvenience!

(4 edits)

Hello, thanks for trying our game!

"Will there be Aptitudes in a future update? (E.g. Mile, Turf, Front)"

A: We tried including aptitudes early in development but it resulted in unfair races. If a runner had a favourable aptitude for the current track it was certain that they would place well. This spoiled the results for both them and their opponents because everyone knew they would do well even before the race started.

We tried nerfing aptitudes, but unfrortunately in order for them to be fair we had to make them so weak that they might as well not exist at all.

For those reasons we decided not to include them, but don't let that stop you from homebrewing aptitudes in your games if you want to have them!

"Can the campaign be run with emulated training as an alternative for stats?"

A: The game master has the power to create rules and ignore any rule. With that in mind, you can totally increase the amount of training points it takes to max a stat from 240 to 1200 and grant your players training points when training with their partners. Having fun is the most important thing so do what you and your group think is most fun for your table!

And if it's a bit unbalanced ehhh who cares? Just adjust the rules and let your players know you've done so. No worries.

"How long is the limit on the Campaign, is it the first three years of the players careers?"

A: The training point system is currently balanced such that a runner will gain around 33 tiers over the course of 3 years. That's what we consider to be the standard in-game time frame for a campaign.

However, If you want your campaign to take place over a longer span of time, then I would suggest increasing the amount of training points needed to advance to the next tier. So, for example, instead of 20 it could be 40. That means that over the course of 3 in-game years, your players will gain around 15 tiers. 

You can adjust this number until you feel satisfied with the pacing of your game.

If you have any more questions feel free to ask!

It's not too pushy at all so no worries!

We would love to make more maps since these curved grids are pretty hard for regular players to reproduce, but we're only three people on the team and only one of us can make these maps unfortunately.

We can't promise more maps but if enough people ask for them we'll deifinitely bump it up on our priority list.

Thank you for your feedback!

Thank you for your feedback!

I do agree that the wording could be a bit clearer so we'll probably change "...failure threshold by 1." to "...setback threshold by 1."

"Do not gamble" is simply a joke meant to emphasize the nature of the skill. We'll see if we can make that clearer by changing the wording a bit.

The "All Skills" box should only contain skills you've unlocked thus far. Maybe "All Unlocked skills" would be clearer.

It's worth noting that these changes won't happen immidiately. We usually wait to accumilate a bunch of fixes and then make a big update that includes all of them. 

Thanks for downloading our game!

(FYI we do have a dedicated feedback channel on our Discord server if you'd prefer that method of pointing out mistakes)

Do you like horse girls going around a track REALLY fast? Do you like TTRPGs? If you've said yes to either of these questions I gurantee UMA RPG is for you!

Grab it for FREE now: https://laelapsgames.itch.io/umarpg

With 60 unique skills, nail biting pvp races and bonus content such as a fillable character sheet and a racetrack, you have everything you need to become an aspiring Uma!

SUMMARY: UMA RPG is designed to be easy to understand yet hard to master. This way, Umamusume fans and TTRPG veterans can both enjoy the game together. The system is success based with the only die required in order to play being the humble D6 (6 sided die). UMA RPG is designed by us from sratch to translate the vibe of Umamusume: Pretty Derby to tabletop as close as possible!

Make sure to try it out and tell us what you think!