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Moonglum Games

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

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I'm sure there's a better way to communicate this but I added my dungeonscrawl file to my game since I saw that's how you're cobbling everything together. Especially since my map is a bitch to replicate on there lol.

I agree that there should be multiple theories in world since there's multiple authors for the dungeon. In my (first..?) entry, there's an occult order that believes the dungeon's location is mystically connected to the moon, but I left that pretty vagueand didn't confirm or deny if they were right.

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Definitely looking forward to the Rock Lobster game! I'm having such a hard time settling on one song that I might do something slightly out of the jam's bounds and make a music-inspired collection of NPCs.


Edit - actually I lied, inspiration struck and I'm now working on a game themed around Monsters by Blue Oyster Cult

I can rarely commit to an idea long enough to take it to a finished state.

Just purchased this game and have read through it. I'm not sure I'm sold on the collaborative mystery aspect, partly because it seems like it would require a lot of suspension of OOC knowledge. However I won't knock it til I try it.

What I will knock is the lack of conceptual footholds provided. Giving lists of vague names with a few adjectives might as well be giving nothing; the table entries were too little for me to build off of or visualize, and there's really no other "meat" to this game. The rules seem clean enough, on the simple side but that's fine. But if you opt for a simple ruleset you need the game's tone, themes, etc. to carry it. I don't feel like that's happening here. 


I understand wanting to leave things broad so players can do what they want with the system, but at a certain point you need to commit to some things for us so there's somewhere for us to build from.