Congrats on the rating guys! Looking forward to seeing what y'all come up with next year!
ngreend
Creator of
Recent community posts
This was so much fun. I was blessed with not one, but three scaling relics very early on so I steamrolled the office. From reading all the presented relics and on-card effects, there are definitely many different viable strategies, so nice job on the system design.
I never would have expected a game about numbers (and how they relate to each other) to be so interesting, so thanks for showing us!
Just the other day I was wondering where all of the video games that appeal to the rodent fantasy of saving your rat wife and kids from imminent destruction was. Thanks to Evil Rat, I no longer have to wonder.
The opening cinematic is a masterpiece! I'm normally not the biggest survival-crafting fan, but for my rat family I stuck it out, and it was fun.
The mini-games got a bit repetitive, but I didn't hate any of them. I found the clue-to-spell-a-word game really fun, and you had great clues. Also having people give the rat a maze to solve was pure genius, it's such a classic human-meet-rat interaction, and it was just perfect for your game.
Super creative idea, great job!
Out of the dozens of ideas that each team brainstormed going into this jam, I'm willing to bet that there was only one "QWOP-based kissing gameshow." 'Frog Soup' was going to be a tough act to follow, but y'all rose to the occasion!
As it turns out, I had been going about kissing all wrong. Thanks to the included pictures I managed to get one lip in the 90s once, but it was with my eyes open which basically doesn't count. I can only hope that with daily practice I will be ready when the moment arises IRL.
The trailer was a hilarious addition that I didn't know I needed. Excellent decision to create one!
I would indeed pay 100 blood IRL to not have to hear a mosquito buzzing around my ear.
Great job on your first game, especially as a solo endeavor! Love the mosquito sprite, and that was a really good mosquito sound effect. I find sound effects quite difficult to search for, so nice job on finding one.
"It broke when I exported it to web for some reason"
Man, I feel that one. We had a couple issues with our web export as well. It helps to semi-regularly test different exports (desktop/ web) to make sure your game behaves as it does in-editor... The end-of-game-jam time-crunch does not help at all when it comes to catching and fixing export issues.
P.S. I love this font. Is it a font, or is this hand-pixeled?
The gibbets flying into fan blades (and in-floor garbage disposal) is sick.
Dark cursor gets lost easily (minigun w/ warmup reticle is perfect)
Awesome monsters, guns feel good to use.
Slower item tooltip background scroll speed looks better imo (grenade/ mingun ammo tooltips > minigun/flamethrower)
Tooltip being under the mouse does indeed suck. I see why you wouldn't want to do it how you do in ToK because my wife I mean my wife I mean the wife I mean the shopkeeper would be hidden. I'm just centering the box below the mouse, and clamping it on screen in my game:

I could see headlamp and hear chainsaw through a wall (imo its a neat spooky feature)
Besides Space Siege, Alien Swarm (steam) would be a good place for inspiration if you're not familiar with it.
Looking sick, keep up the good work!
I try to keep the itch version up to date with the steam version (currently itch is slightly behind, I will update it later today).
You can play with a mix of itch and steam versions but you won't be able to use steam networking, and will most likely need to port forward (and then share your IP and open port with your players) if you're the GM.
I'd recommend everyone running the steam version just for convenience.
Cool game that is oozing with soul.
I ran it for the first time tonight and it was good clean fun. The knights and seers are really cool and such a great source of inspiration for backstories and pc/npc-related plots. Likewise the Myths are really well done. They are quite interesting adventure seeds and the plots they offer could easily be adapted to any length of campaign, be it a single session or many. The scar table was really fun to play with (One player lost his thumb, while another had his cheek sheared off!), but I'd definitely add more entries to it in the future to add some more effects (or maybe just add more sub-tables as seen under 'Tear' and 'Disfigurement' to some of the other results).
The 2d12 Spark tables are delightful, and I foresee myself borrowing them for use in many other games.
I like the Guard/ Vigour HP system. I think it does a good job of simulating the back and forth of battle not being about stabbing each other over and over, but instead about wearing down your opponent in order to eventually subdue them with a few decisive strikes.
Combat is also really neat, my favorite part of which is the gambit system. It turns combat into more of a puzzle where your players get to stop for a second and consider their options. "Should we take the extra damage now, or try to get his weapon away from him after what he did to Frank?". It's such a breath of fresh air actually having decisions (that matter) to make in combat as opposed to games like D&D 5e where most turns feel like a problem that has already been 'solved'.
Feats in general are pretty neat. For my one-shot session I started my players with pretty high virtue scores, which was probably a mistake. Feats definitely feel a bit overpowered at high-virtue, but I suppose if your characters got to that point over the course of an entire campaign then that's probably what you'd want. Smite and Deny were heavily used, Focus was used once and then I think we forgot about it.
One note on Smite is it wasn't quite clear how it actually worked. On page 186 in the crocodile example Smite is clearly used as just an extra attack die, which is what seems is the intended usage of Smite. However, in the marketing material on this very page it states "... Smite for extra damage ...", and again on page 187 it reads "Ref: Yeah how about we do it as a Smite but instead of the extra Damage ...". Both of these statements make it sound like when you smite you add 1d12 to the attacks damage. This interpretation seems ludicrous when you consider how fragile characters are to incoming damage in the (potentially) double digits. The rules should definitely be more clear on this.
There is a good bit of the system we didn't use in the one shot so I have no comments on the realm-management side of the game.
I'll close my thoughts with once again praising the Knights, Seers, and Myths included in the book. They are so freaking cool and just chock-full of fun character and plot ideas. Mythic Bastionland claims to be "Flavour heavy", and it absolutely is.
Great work to everyone who had a part in making this, and thank you for a fun evening with friends!










