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Taewyth

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A member registered Apr 06, 2020 · View creator page →

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Si vous avez jeter un oeil au livre de règle, vous aurez remarquer que les socles sur lesquelles les figurines sont posées ont un format relativement inhabituel, rectangulaire et assez étroit.

Cependant si vous avez déjà un pied dans les wargame, ou si vous ne voulez pas vous limiter à ce simple jeu, vous avez sans doutes des figurines avec des socles carrés (ou ronds mais pour lesquelles des adaptateurs rond->carré existent), or bien entendu les socles sont à la base même de l’équilibrage d’un jeu de figurines.

Heureusement pour nous, ces socles étranges influent surtout sur les règles d’attaque par le flanc, donc deux solutions s’offrent à nous:

1 - La simplicité

Tout le monde utilise juste des socles carrés et on applique les règles telles quelles, éventuellement en ajoutant un +1 au facteur tactique en cas d’attaque de flanc.

Pour des questions de simplicités, allant avec l’idée générale du jeu, c’est la méthode que je recommanderais, mais il faut tenir en compte que cela réduit drastiquement les avantages de certaines unités par rapport à d’autres en réduisant leur potentielle force de frappe.

C’est sans doute la méthode qui sera préférée lors d’une rédaction plus formelle de la question.

2 - Conserver l’équilibrage original

Si on ne peut pas jouer sur le contact de bases directement, on peut jouer sur le nombre de rangées que l’on peut compter durant une attaque.

il suffit donc de diviser la taille “normale” de la face attaquée par le front des défenseurs pour obtenir le nombre de rangées autorisées (exemple: des ILO attaquent des IMO de flanc, ils ont le droit à 15/10=1.5 rangées).

Cela demande un peu plus de travail, ou l’ajout d’une table supplémentaire à vérifier à chaque fois, ce qui allourdis le jeu mais conserve son équilibrage d’origine.

petite note historique

Les bases de l’arc et la griffe sont au format “WRG” (pour Wargames Research Group), pensé à la base pour les règles de batailles antiques et médievales de Phil Barker.

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Interesting game but it definitely would need a second pass.

For instance, Husk is described as physical resilience and Veil as your ability to see what is hidden, yet the rules says to use Husk to notice anomalies, instead of Veil.

Similarly the rules around risks thresholds are unclear, on one hand it mentions them “rising”, but then they are described as negative numbers. Are the thresholds “Stats-difficulty” or a malus applied to all stats equally ? These are two equally valid interepretations that have wildly different outcomes on the game.

Overall I still had quite a bit of fun, and I think that a 1.1 that just rewords the rules in a tighter manner would make it really great.

Edit: oh also IDK why but the PDF’s chaptering is kind of weird, with lots of “ghost chapters” and whatnot

Great adventure, interesting premise and it’s all extremely clear to follow and use.

The backstory text do suffer from a bit of repetition, but it is otherwise nicely written: good job!

My biggest issue with this is that I don’t know what to say: it is just perfect, and the kind of adventure I’d keep handy for a quick sidequest during a long travel.

Plus the molemen drawings are too adorable seriously.

Looks like a neat little adventure, the doodles are charming and the whole concept is interesting: I’ll definitely run it for one of my groups at my FLGS!

Fun little survival game, the emergency system is particularly fun and leaves just enough room to come up with your own scenario as to what is going on.

Overall one of the best solo game I’ve had the pleasure to play so far this year

Very interesting idea, I don’t know if I’d fully call it as a game but deffo a tool useful for a lot of folks to actually self reflect in a lighter manner.

Congrats for the appointment and I hope to see more overly queer stuff like this!

Great visuals but I just couldn’t read the text, maybe have a “easy on the eyes” option ? (like keeping the worm but having a more classic font)

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I think it might be closer to 4 points than passkey, but the main inspiration was still passkey. It just… changed a lot through writing, because I thought I wouldn’t have time to finish it for the jam (before the extension) hope it still counts!

is there a hint guide somewhere ? Not something that spells everything out but like something saying “x interactable elements in savestate Y”, maybe just say how many are “characters” and how many are objects.

The game is great but the character’s speed is kind of demotivating as far as combing every savestates goes

Just a head’s up for anyone using Itch’s launcher, it introduce some bugs, namely a black screen when opening the options menu while in a level and the inability to save progress.

The solution is simply to run the .exe directly from the install folder.

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Je connais la licence (d’ailleurs le liens que vous venez de fournir est pour une autre licence que celle citée dans les règles) ma question concernait la raison derrière ce choix de licence précis ?

C’est juste par curiosité car je crois pas avoir croiser de jams avec une règle du genre avant.

Question peut-être bête mais pourquoi imposer spécifiquement la licence CC BY-NC 4.0 ?

Welp, I sure feel dumb to not have tried it ahah! Perfect game then 10/10.

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It’s proving really helpful to get used to a new keyboard layout all the while reading classics I wanted to read for a long time (currently that means A princess of Mars).

The main thing missing from the desktop version seem to be a fullscreen option, other than that, it’s great!

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Is there a plan to add sub-items/sub-collections ?

I really like the software but I tend to subdivide my tasks on 3 different levels (project -> general task -> specific task for instance) naming conventions to organise myself this way, it works but is a bit unwieldly.

This is great! Really cute game and the idea has tons of potential IMO.

Oh yeah that’s understandable, I think you’re on something though, and adding said interactions could make for a rather good game I think

I didn’t realise on the “boxart” that maya was in a wheelchair, it’s was an interesting and nice surprise!

Super cute, really fun game I love it!

This game reminds me of old flash games in the best of ways! Super charming and super fun!

That was quite a lot of fun, good job!

It was fun, as others said detaching yourself from the lifebar isn’t really useful, there should be some risk/reward put there (maybe giving a better weapon, or changing the player’s speed based on the lifebar size idk)

Also I don’t know if it’s a bug or voluntary but I think that at some point there was a ton of health pickup that stacked on top of one another so when I picked them I ended up with a lifebar that went way out of screen!

The presentation is awesome, but I wonder if I miss something, it feels like there should be a sort of plot going on with the chat and all, but besides the premise it doesn’t go too much forward.

Would love to have it expanded upon though!

It’s a good game! the artstyle is nice and the mechanics reminds me of a mix of Oddworld and Zelda.

Some issues: WASD movements aren’t comfortable on a french keyboard (we use ZQSD) and the spikes’ hitbox seemed a bit off but that maybe because movement was slightly uncomfortable

Really fun!

my only issue is the lack of info for making it “azerty compatible” in the settings file basically having the values for Z and Q to replace W and A, and a reminder that instead of “<” and “>” we should use “,” and “;”

had a lot of fun with this one, that’s deffinitely the kind of game I would waste time on my phone with (or well, maybe an expanded version could be awesome), great work!

the game tend to just crash when you run into a wall, other than that it’s a nice take on sokoban-type games