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A member registered Dec 01, 2016 · View creator page →

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Wow, great news !
I'm especially eager to see some of those changes : the expanded forest, the safe haven and the new co-op interactions !
Best of luck ;)

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I really liked your game :)
I have just written a review of it on myblog : (in French)
I take the liberty to give you some feedback here.

I played with version 1.0, and I see that in v1.1 you've removed the mention of "Intel Report" that intrigued me :) However I don't see how you revised the Hide move, as mentioned in the release note ?

A couple of details on the rules clarity : at first we draw hexagons with sharp corners above & below, instead of on the sides, which makes the zone mapping instructions hard to follow ! I don't know if it's a detail worth mentioning. Also, it wasn't clear that the MC had to roll for RECON, so the first time the operator entered an adjacent zone the MC roled only SCAN & SIT REP, no RECON.

About difficulty balance & game strategies : the rule specifying that the Operator cannot HIDE again until all active threats in the zone are dealt with is nice, because it is "realistic", but it also increases the difficulty level and encourage the tactic to never enter zones with threats & just keep performing SNIPE & HIDE moves from adjacent, "cleared" zones. Also, BRAWL seems to be always better than DODGE as the target is taken out in case of 3-5 ! And finally, to me, advanced gear can be split between "very useful" (Autofire & Knockout Gas) & "not so useful", that should be kept to be dropped.
I may be missing a game strategy though, as I found the game quite hard to beat, even with those points in mind.

Finally, a few suggestions : on the agent tracker, a single checkbox for "used / dropped" could be enough and would make clearer that both cannot happen for advanced gear.
The SIT REP table is really nice, but I'd love it if there was a bit more details on threats to feed players imagination... Reading "Specialist" or "Commander" is less inspiring than a psychic with a gas mask or a ricochet genius colonel with a white mustache ;)
I think there would also be some space for another MC move dedicated to supporting the Operator. Maybe give the MC a choice after an area is cleared from inside, for example one of :
- provide some gear to the Operator
- identify the mission goal location (a single zone) or nature (NPC, item, sabotage...), knowing that both are needed
- get another tactical advantage (+2 forward ? +1 in next zone for a move ?)

That's it ! Thank you very much for writing this game & releasing it here !

We played it with a friend this morning and I really liked the artistic direction and the gameplay !
The alternating cycles, the combination of resource gathering and fighting mechanics, the interesting boss fights... Really fun ! Good job !
I think I'd just love some more storytelling around the characters...
Do you plan to greenlight it on Steam ?
I'm not a Discord user, but I'd like to be notified when the full game is out :)

Seems like a nice game but I couldn't go very far due to the lack of constrast: I sincerely cannot see the walls in such darkness. I don't know if it's a bug, a lack of luminosity control parameter to adapt to different screen lightness, or just a design choice I don't fully appreciate ;)

I did hold SPACEBAR sadly :(
I just tried again to be sure.
Also, good job on the music, I really like it !

I couldn't cope with the N64-like rigid gameplay, but I really liked the twist you've done on Goldeneye ! It made me jump a little :) Very creepy, awesome job !

Already done that :(

Nice looking game !
I just want to report that sadly I couldn't go very far due to a bug... The yellow lines do not work !
When I go forward and jump on them, I cannot "grab" them, even if the hand icon flashes quickly.
There is a screenshot :
I am using Windows 10 64bits with an AZERTY keyboard for which I switched the layout to QWERTY using the ALT+SHIFT Windows shortcut

Really nice !

I really wanted to see if this had an end, so I wrote a Python script to fast forward ^^

Also, it made me think about Turbo Media comics :

Wahou, 4 groupes, génial !
Je serais ravis d'avoir tes retours quand tu les testeras :)
Quels genres de scénarios as-tu fait jouer pour le moment ? Improvisés ou préparés ?

The PDF is there :

Me neither... I like the voice acting and the storytelling very much, but I'm stuck at the computer desk...

I'm starting to publish those scenarios on my blog :

In a few weeks, I plan to release a PDF with all of them on

Totally !

Thanks !

Awesome sound effects 😍

I loved the idea of the sleeping monster as an encounter !

I listened to half of the podcasts so far, and I noticed a few things that went differently compared to my own game sessions :

  1. your players had much more liberty to invent the things surrounding them, while my players asked me question about the environment. Interesting, your style of play sounds also really great !
  2. in my games, I tried to give an explict goal at the begining of each time, while in yours the players more often discover it progressively
  3. for each death, I attempted to give an explanation & description of how it happened (sometimes gruesome ^^). This did not seem necessary to you, which maybe made the game even faster !

Thanks again for sharing those podcasts here !

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I have been working on a dozen short scenarios for Run. Die. Repeat. in the pas weeks, and I have submitted some game sessions for 4 of them at this week-end online French CyberConvention, on Sunday afternoon :

There are still some seats available at the (virtual table), but now registration must be done on Discord 🙂

I think after that I'll publish them online next week !

Loved it ! Some rooms are real traps :)
I missed a mini-map sometimes, but overall I really had some good fun!

No, I'm using a Intel HD 620 graphic card, and yes the driver is up to date

Sure !
I'm using an Intel Core i7 7500U 2.7 GHz
What else do you need to know ?

Damn. No worry, I'm just sad not to be able to finish it :P
Lovely game anyway !

Nice game ! :)
I repeatedly meet this BSOD though after a few levels:

I loved the game so far !
I got 2 crystals, but the lava level is so visually glitched that it is sadly unplayable :

I am on Windows 10 64bits

Short but fun, and really nicely animated !
Just a minor visual glitch when exiting the boat trap, and when leaving the boat.
The puzzles are fun, the sprites beautiful and the story compelling.
Splendid !

The game has been approved and is now online :

Je te réponds en vrac :

  • j'ai modifié la mention des traducteurs de Trophée Sombre, merci pour la correction
  • je pense en effet que le point sur les jetons d'Exploration mériterait d'être clarifié, ainsi que celui sur l'arme nnécessaire en combat et les jets de Risque à chaque emploi de Rituel (je n'en ai en effet jamais demandé pour ma part). Après sur le sujet des points de Perte, je pense que le "souci" venait aussi de moi en tant que MJ qui ait dû oublier de demander d'inclure un d6 noir à certains jets, quand les PJs risquaient leur peau.
  • pour le système de combat, je crois qu'on ne peut qu'agree to disagree comme disent les saxons ^^ (j'avoue ne pas trouver de belle traduction à cette expression)  Le risque est trop grand pour moi :
    • de perdre en dimension épique en ne résolvant un affrontement que par un jet de dé
    • que des joueuses soient mis de côté car ils n'ont même pas vraiment à participer au récit
    • de déporter toutes les descriptions chez la MJ et plus du tout les joueuses qui peuvent décrire leurs actions
    • etc
     Bref, je ne voulais pas entrer dans les détails car le sujet est éminemment subjectif, et je suis ravis qu'à toi le système plaise. Par contre je ne le mettrais pas en opposition avec des combats interminables, car il existe bien des systèmes de jeux qui permettent d'avoir des combats expéditifs sans pour autant "globaliser" ainsi la résolution en un simple jet, ni priver les joueuses de décrire ce que fait leur PJ.

En tout cas j'espère ne pas avoir pas été trop acerbe dans mes critiques ! J'ai vraiment trouvé le jeu et sa traduction de grande qualité, ce n'est juste pas trop le style qui me plait :)

J'ai fait un petit article sur mon retour d'expérience de jeu avec 4 joueurs :
Je ne l'ai pas mentionné dedans, mais un petit point de règle m'a paru obscur : est-ce que les Jetons d'explorations sont défaussés lors d'un passage dans un nouveau Décor ?

Grand merci en tout cas pour cette grosse traduction de grande qualité !!

I did my best to translate your game as faithfully as I could. I only added a mention of myself as the translator.
By the way, there is this French website that is making an inventory of one-page tabletop RPGs :
I think people would really like Run Die Repeat.
Would you allow me to put the PDF of the French translation of your game on it ?

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I loved your game so much that I translated it in French !
Here is a short article I wrote about it on my blog :

Je ne l'ai pas testé, mais ce jeu a l'ai très sympa ! J'aime beaucoup l'intro et la maquette. Les faiblesses sont de chouettes idées qui peuvent être déclenchés par les autres joueurs... par contre malédictions m'ont l'air potentiellement très bruyantes... ^^ Le système PbtA colle bien, je trouve juste un peu dommage que la réussite partielle ne donne pas lieu à un choix pour les joueurs, c'est toujours rigolo.
Peut-être qu'un mystère Scoubidou à résoudre, ou alors des objectifs/secrets par animal, pourraient pimenter le tout :)
En tout chapeau pour l'ensemble, et puis la thématique du manoir de monstres pourraient convenir pour un gouter d'halloween !

Thanks for the game !
One should try to play it with Reversi disks :)

De rien ! Merci pour la correction pour For The Queen :)
Je serais ravi de découvrir le jeu, mais Nantes c'est pas la porte à côté de Lyon ^^

Chapeau pour ! J'avoue m'être dit que sans avoir joué au jeu original j'aurais peut-être du mal à comprendre toutes ses variantes, mais je compte bien éplucher le site un jour ;)

Merci beaucoup pour la traduction de ce très chouette jeu !
Pour info, j'ai rédigé une petite revue du jeu sur mon blog :

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Nice game mechanics ! Simple and  encouraging coop story-building.

I often found that story prompts are often missing in this kind of game, it's nice to have some here.

It looks like a game I would enjoy and I will suggest it next time to my recurring table of RPG players.

I took the liberty to make a printer-friendly version :

Btw, it reminds me a bit of that I also discovered through TheIndieRPGPipeline recently, but haven't played yet neither.

I have just finished the game, and I loved it !

Really clever & original game mechanics. It's pretty, fast and polished.

It took me a while to understand the rules at first, but my only real complain is the random difficulty level. Sometimes you can clear a level at once, while some other are impossible to solve.

Maybe the procedural generator for the levels should ensure they all have a unique solution given the player cards ? I understand that the initial "deck building" phase is interesting to have, but it looks like for some initial cards choice and some levels there is no solution, which can sometimes generate some frustration.


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Lovely ! I'm still learning how to play and I just want to report this bug inbetween level 1 & 2 :

The game physics and particule effects are very well done and give a great feeling of feedback to the player. And thanks for sharing the source code ! ;)

Nice concept !
I'd love to see this game finished :)

Firefox 67.0.2 64bits

Maybe it is related, I see this error in the JS console :
TypeError: The expression cannot be converted to return the specified type. dankreleasee.js:133

Wonderful game !
Demanding controls, tough puzzles, charming atmosphere... I didn't expect so much fun !

As a minor side note, the fullscreen mode does not seem to work.

I'm planning on testing this game with some friends.
Would you have a printer-friendly version by chance, please ?