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mike959

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A member registered Jul 02, 2023

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Superb game. Very fast and engaging. Also quite tense, with a lot of rolls that can go really badly.

One question regarding the Courier: if I get 15c for a package (which I believe I receive for free) and I can take however many I want (up to six cargo), what is the point of trading any other commodities? Nothing else comes with a 15c profit margin. I also believe Buy and Sell apply to the Stardock, not the player, as otherwise it would be impossible to make a profit anywhere.

Also, can I take Courier packages from the same Stardock where I have just dropped my previous Courier packages?

Lastly, I was reading in a comment below something about pirates following the player from a previous sector and Stardocks automatically destroying them. I could not find any reference to this rule in Starshipper v2.

As I have also done for Runes & Ruins, I have created a playmat to use with Starshipper and it works quite well.


Again, a great game. I hope you have an expansion coming - maybe more specialized ships, more threats and enemies and maybe a boss.

Best regards,
Mike

Excellent game! So good in fact that I felt I should create a playmat and class cards (spent a few hours, but the result feels great!)

The default adventurer is part of the playmat, while the other classes can be placed over the dedicated space.


Any plans for another expansion? A boss would be nice, too, as well as something to do with all the gold (I managed to find all three amulet fragments, then created a portal and left the dungeon with 92 gold).

Best wishes,
Mike

Hello, again.

Thank you for the kind words.

It is a deadly game, indeed, very difficult to survive (especially with the Trickster (who is what I imagine the Clown would be in a fantasy setting)).

I have had to reimagine some characters, as I believe they are pure Brazilian folklore and I found the closest equivalent (like the Lobisomem). The art is not AI for the most part (it's what I found, mostly on Pinterest, so some could be AI indeed), so I cannot publish.

I could send you the English translation, if you would like to make it available here with the original art (but as you say, it's been a while since you released the game in Portuguese).

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Hi, Rafael.

I hope you are doing well!

I just wanted to say that Cards of Berdolock is a really great game.

As I do not speak Portuguese, here is my English translation/mod (with some additions: optional rules for XP and Gold, a possible Merchant, and Critical Hits, based on the A Fortaleza of Berdolock and expansions manual). I have printed the cards in A5 format.




Once again, congratulations for this great game!

Regards from Bucharest,

Mike

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Thank you very much for the answers. They all make sense for your minimalist approach (which is the main reason I so enjoy this game). I will apply most of these, maybe the XP/gold idea as well.

Two more questions and I am done:

- how does the Invisibility power work (do adjacent enemies attack at a disadvantage, or do they just sit around and let me move and retreat unimpeded)?

- once I leave a room/corridor, do enemies with speed <= PC speed stick around or simply disappear (for lack of a rule, I roll d6+X>=6 for each X rounds that pass to check if they disappear from the previous room/corridor, and also roll for torches and wandering monsters each round for the current room).

Merci beaucoup.

A bientot de Bucharest!

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Thank you for the kind words (coming from the author, that is high praise, indeed). Playing it with minis is the only way - grid paper works too, but the sheet must be very large to both fit the minis and cover a large dungeon, so I have gone with this compromise.

I think there should be 43 minis in total (one more for the Skeleton companion that can be summoned).

Hello, again. I know it´s been half a year, but I still hope to see version 1.2 here (I check regularly, but no luck yet).

All the best!

PnP - GrimRogue + Dungeon Decks by mattjackson + 42 paper minis for the entire GR bestiary.

Salut, Jeremie. GrimRogue est un jeu vraiment fascinant. Merci pour le creer.

(and that´s about it for my French.)

GrimRogue works very well with Dungeon Decks (I have printed the cards to A4 size as well and created a book, so the paper minis have enough space to fight using the GR rules).

A few short questions:

- As I have just managed to survive my first dungeon, do I reset torches and rations to the default 5 before going back in? (I suppose HP resets to max as I level up after a dungeon.)

- Do any status effects (such as any ongoing Poison) automatically wear off as well at the end of the quest?

- do I have to backtrack to the entrance in order to consider the quest completed?

- do you have any plans to introduce a market mechanic between quests?
My ideas: treat XP as gold to be spent for items instead of leveling up; items always available: Ration, Torch, 2d6 Ammo at 50XP each, and Lockpick Set at 100XP);
for one weapon and one armor, roll d6 twice, with XP prices equivalent to the LVL = item number minus one (Dagger, item #3-1 = LVL 2, cost XP 375, Sword, item #4-1 = LVL 3, cost XP 750 etc)

Thank you again.

Still no luck with the 1.2 here? Thank you!

Thanks for the fast reply. That would be great!

As for interest, I don´t see why not - dungeon crawling/delving games have a certain charm that in my opinion never fades. Moor is one of the very few games that actually gets it right (from my time with the demo).

Moor looks really good and should be much better known. Maybe with a new update (if the new game you are working on allows it), you could send it for more reviews and revitalize it a bit someday. There are virtually no Moor gameplay videos available and that's a pity.

Hello.

Moor looks very interesting and seems to be better than Delver in my opinion.

One question though: only v 1.1.6.1 is available here. Is there any chance to have 1.2 available on Itch.io as well?