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Michael T Lombardi

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A member registered Oct 29, 2018 · View creator page โ†’

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It is! J's Twitter can be found here:

https://twitter.com/sinereous

I'll be sure to reach out to you in email a bit later on, juggling a newborn right now! ๐Ÿ˜Š

https://michaeltlombardi.itch.io/canal-goons

https://michaeltlombardi.itch.io/gondola

https://michaeltlombardi.itch.io/beneath-the-canals

https://michaeltlombardi.itch.io/iron-flax-and-bone

Amazingly good! I wanted to have a favorite but I adore them all, torn the most between the Flourishing Fish and the Moka Pot!!

This is a great pamphlet full of wonderful drop-in items I will definitely be making use of! ๐Ÿ’œ๐Ÿ˜Š

Being able to post a digital version of a print game behind a paywall seems like a sensible idea, as does making digital tooling for other analog games require a purchase - for example, if I want to submit an adventure tooling package for another game.

This is a deceptively simple and light d6 system with chewy freeform magic and bookmark character sheets - def going in my run-on-the-run binder!

I actually prefer the action/challenge dice over TN from #TunnelGoons!

Sincerely enjoy this tight little take on the genre and the amount of work you're able to squeeze out of minimal mechanics. Does a great job of imparting feel and themes and tone in the text! Would love to see a printable version on the future with art!!

Swords & Sorcery Science Fantasy is a genre I deeply enjoy, thanks for this! This game does something most major games forget to do, which is describe the core adjudication loop - Intent + Task is so, so, so important to that loop and is explained neatly here.

love the addition of the gambling for advantage mechanic, it's neat and elegant and super evocative of the source material.

The inclusion of numerous examples throughout the text is also super useful, and you've got advice and procedure for session 0, which is great!

I'm also a big fan of the advancement mechanic, I think it's neat and kitbashable as all hell.

AKSRS is a wonderfully neat, lightweight pamphlet game that takes a lot of old school sensibilities and newer design lessons and incorporates them into a tight, kitbashable package. I love that I can print a handful of copies to keep in my go-bag and break out anywhere for a one shot or use for a longer series of linked games.

It encourages kitbashing immediately, on the front page, which sets the tone for me. It is, fundamentally, a blackjack roll-under-your-stat game of the sort I've come to adore recently.

The five stats (athletics, kinesthesis, scholastics, rhetoric, and subterfuge) lend themselves to Picaresque adventures but you could tweak them to fit, say, being vampire hunters (physique, alchemy, lore, daring, magic).

The freeform skills list, tools, and kit are awesome, something I think again helps the game be kitbashable and widely applicable.

Combat is interesting, fast, and relatively brutal - opposed rolls, simultaneous adjudication, and a 4-hit health bar make things quick and dangerous. The rules imply hanging up is a great strategy because every combatant only gets one roll per round, but the rules leave lots of room for rulings - and in fact, encourage the table to make a few and stick to them! I love this aspect.

This pamphlet is, overall, an elegant engine upon which you could build a house game or a sort of dealers choice implementation, with rules light enough and flexible enough to work in a multitude of contexts.

I'm looking forward to writing a short Pentolan hack as a pamphlet for my own use!

This is fucking superb, a critique, a game, and an object lesson in tight, elegant design wrapped up in one. The layout is clean and readable, love the use of bold in paragraphs to draw my eyes to relevant mechanical declarations.

The teamwork/stress rules are awesome, they pull me into the space effectively enough I flashed back to working as a pizza boy. The recovery/game structure reinforces this, making for a nice (by which I mean: evocative) loop.

One thing I think might be worth including is a sort of permanent stressor optional rule where something like a critical failure may drop your tolerance by one - because my experience working retail/food was similar in that I sorta tallied up major frustrations and let the minor stuff slip until I finally had to or could bounce.

This is so hackable, I could see using this underlying system for say, selling shoes (another terrible job I once had).

This game is awesome and one of my favorite kitbashes from GoonJam!

of course!

There's a dedicated thread for revenue splitting you may want to chime in on then! I think if we can get some more of the attention as seen here, it might help them see it as something we need tackled.

https://itch.io/t/391522/split-revenue

Has there been any further thought along these lines? I have this for my projects that currently reside in LeanPub and practically all of my work includes revenue sharing with collaborators, meaning most of it I can't host here. I strongly prefer being able to direct money straight to their hands from sales on a platform.

Strongly disagree with DaedalusMachina's points as even two-person collabs can have more hassle on the money handling than the rest of the project combined - especially if cooperating internationally - and those problems compound the more complex the and larger the collaborative group.

Thanks so much! I wanted to focus in on the Van-Helsing-Bard-Mobster Gonddolieri of Pentola for a bit and they lent themselves really strongly to the jam, I think! I had a lot of fun trying to think of clever ways to reinforce their lore/feel without being too hamfisted. I'm glad that came through a little!

Sure! So what's happening here:



Is that the rules/ info for skills generally and Might specifically overflow from the front page / cover to the inside of the zine, meaning you have to turn the page to keep going. The same thing happens later on with the props list, too. The fixes for these are always specific to the project/layout, but for usability, the less flipping a reader has to do for a particular concept or group of concepts, the better their experience, usually.

Some examples of texts that really nail this is everything Mothership (the core rules, Dead Planet), just about everything Nate Treme makes, and Obachan Panic!!! (sorry, limiting myself to stuff I have at hand).

So an updated layout might have the skills consolidated into three columns , for example, to keep them together, or for the Props to be in four columns to prevent overflow. One other, more minor update could be to move Dangerous Actions or 'Hey Rube' across to the other side of the spread so the reader sees it in one unified spot:


One thing to be mindful of though is I'm just one human and none of this means the game is bad or I didn't love it! I hope this helps a bit!

Definitely! I think this would be an incredible buy as a little half-letter or A5-sized zine, it lends itself really, really well to that. I'm excited to see play reports surface at some point!

Of course! I love this entry!

Oh, neat! I haen't seen folks using that format much before but I dig it deeply!

Thanks for the awesome game!

I definitely will!

Thank you! Would love to hear how it goes if you do get a chance to play it!

This is a neat little subsystem with great mutations - would love to see it expanded but can easily see it kitbashed and hacked in it's own right!

It's got one hell of an old school feel to it!

So, I fucking love this. I love levelless spells, I love these ones in particular (Pet Rocks, fuck yes!) - the rules for using them are clearly and concisely presented and elegant. Incredibly good example of a supplement!

This hack is lightweight and evocative - it immediately made me think of adapting it for use as a minigame of managing politics in a Spire or neighborhood!

I'd love to see an expansion on this, maybe a couple social situations and NPCs? I really like the idea that influence points are a countdown clock to personal tragedy, but not the end of a character.

This is, thematically, my goddamn jam. I love it.

The action economy in combat, the splatter rule, the ghost affliction on death, the archetypes as stats (and such good archetypes, too!) - phenomenal. But my favorite is the afflictions and knacks and how unbelievably deliciously flexible this makes the game. This has all the tasty pulpy goodness it advertises and I'm stoked.

The layout does this game a lot of favors, excellent use of interior spread for the rules explanations. Would love to get my hands on a print copy!

The initial hack on core resolution to use dice pools + always lose power if you fail is so good and thematic.  You managed to add item durability without it being messy, pushing without it being complicated, and death/dying rules that ratchet tension and encourage cleverness without being punishing.

So many of these rules reinforce the themes and setting and just tighten up the feedback and immersion loops, it's phenomenal.

The collaborative character building is a good touch, one that can really help set the tone for a game, I think.

This has probably my favorite and most extensive section for the referee and it does a good job of describing procedure of play and provides a ton of procgen/gameable lore tools for them to deploy.

The layout is superb, readable and thematic, and uses color and general information presentation to effectively evoke an old terminal. I dig it, deeply.

First of all, I think this is my favorite cover and one of my favorite premises - and so quickly and effectively conveyed! The use of graphic flowchart on the right is top notch.

The doubles rules are an incredibly effective, thematic, and gameable addition to the core rules! I particularly love 2+2=5! The conjuring of items is similarly wonderful.

The freeing of prisoners = new characters available for troupe play is super duper good. The requirement to continue freeing others in order to heals is killer.

The d66 table is tight, dense, and amazingly useful for a ref to use to spin up not just new players but also to figure out whose cell you're in next!

This game is so wonderfully playable for troupe/open tables play leading a revolt against heaven, and the one cell per session structure is one you could throw together on short notice to drop folks into.

I'd love to see a bunch of one page cells as a future expansion or supplement, plus character sheets!

This thematically nails the goal in tone and presentation and thanks I feel icky now.

This is really good, the gameable lore is phenomenal, the layout is wonderful and old school-zine feeling. The simple renaming of game concepts and tweaking of presentation really made a whole new game!

This is fucking superb, a critique, a game, and an object lesson in tight, elegant design wrapped up in one. The layout is clean and readable, love the use of bold in paragraphs to draw my eyes to relevant mechanical declarations.

The teamwork/stress rules are awesome, they pull me into the space effectively enough I flashed back to working as a pizza boy. The recovery/game structure reinforces this, making for a nice (by which I mean: evocative) loop.

One thing I think might be worth including is a sort of permanent stressor optional rule where something like a critical failure may drop your tolerance by one - because my experience working retail/food was similar in that I sorta tallied up major frustrations and let the minor stuff slip until I finally had to or could bounce.

This is so hackable, I could see using this underlying system for say, selling shoes (another terrible job I once had).

This game is awesome and one of my favorite kitbashes from the jam!

Thanks so much! ^_^

I love the theme, the tone of the rules (author's voice here is great), the replacement of items with props, the archetypes, the session guidance!

I think the one thing I'd really like to see in a future update would be a layout rework so that there's no breaking of sections into/out of the spread. With some art and a character sheet, this could be super! I love the choice of font and the header text!

I'm a really big fan of the added initiative system and player-rolls-all-tests-in-combat rules, but I think my standout favorite is the spellcasting here which is so neat and elegant.

The layout is great - super readable, thematic, evokes a strong old-school-new-twist feel.

The procgen for generating characters is a wonderful example of gameable lore and the expansion of the skills to archetypes is awesome!  

I think this project deserves a bunch of one page adventures to go along with it!

I actually really like the premise of this game - sending a modern team of folks into a scary darkness full of horrors known to them as the hole is thematic as hell.

I think this could use some editing and layout updates (bolding headers, removing lead indentation in paragraphs, some small organizational stuff) but it sounds like you lost your initial work and had to recreate this from memory!

I really like your inclusion of notes on how to approach starting a horror game and talking through what they do/don't want from it.  You mention folks having explicit roles but I think defining some of those archetypes (and maybe giving them a special ability?) would be really useful.

I love how this neatly turns a facet on the play style of tunnel goons and simultaneously makes for a neat mini campaign! Plus, the extra rule on healing is sublime.

The layout here is good and easy to read - what are the dimensions? I'm not sure I can print this at home!

I love how splashy and comic-booky this feels when I open it! The layout makes everything easy to read and pop right out. The optional rule for sacrifice is great, probably my favorite innovation here! Swapping out the items for advantages is great, too!

I snagged this without reading the description first and my brain expected neolithic stuff - then was pleasantly surprised to find that I could use this game to mimic coffee house discussions or as a subsystem for factional stuff in other games (turning agents, convincing a patron to take you on as a client, etc).

The list of items and ideas is pretty kitbashable too!

I'd love to see a revised edition maybe with some altered layout for the top half, especially around the Disheartening Actions / Setting Ideas flow. And I think this could have a really great character sheet!

I really like the randomization + colalborative building here and the blank slate / defining canon through play take. This is neat!

This was just phenomenally good, start to finish -the layout, the art, the info-density, the gameability - top notch.

I love the inclusion of lightweight ship-to-ship combat and wargaming! This is something I desperately want to see more of in games and it's handled well here - would love to see an expansion on both systems at some point, maybe just in terms of content rather than necessarily additional rules (stock units, fancy ships, etc). The only real complaint I have here is the density of paragraphs for the wargaming rules, could've used some more of the amazing layout throughout the rest of the work - but that's only because (I think) so much of the rest of the layout stands as exceptionally good.

Thank you so much for this one, I'm looking forward to trying it!

So, I'd love to see maybe optional or kitbashy rules for when a unit is below X Morale, they trigger a morale roll to see if they route or stay, maybe? Or you could adopt an old school style 2d6 morale check where there's a couple different ways for them to react.

Thank you so much! ^_^

100 percent.