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ngreend

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A member registered Dec 13, 2021 · View creator page →

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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. 

A lovely creation. Thank you for your work!

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!

This is without question my favorite game of the jam. It really captures the "I didn't fully read the recipe ahead of time and my hubris prevents me from taking it off the burner while I _____" experience. What a fun idea. Looking forward to what you cook up next year! 

<3

no u. 

Yo dawg, I heard you like loops... 

Really fun! The level was laid out logically, and more importantly it was immediately obvious how each music box affected the map. Nice work!

Thank you! 

Yeah, our artist deserves a raise!

Glad you had fun! 

I've never heard of those games, I'll check them out.

Oh I see how that could be confusing now.. Yeah. I probably should have just snapped your answer in the box and only sent it back if you swapped your guess.  Thanks for the feedback! 

Easy to understand, fun, challenging. I found I could quickly get in the right neighborhood (default settings), but to get the perfect score my ears had to do some serious detective work that they are not at all used to. Cool game!

Difficulty definitely is a bit all over the place, but then again, so is Britney! 

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Thank you! 

Thanks so much! 

Thanks!

Thank you! 

A volume slider is the first thing I added to the game because nothing makes me more irrationally angry than going deaf struggling to turn down my browser volume when I find a loud game.
 

Top notch shooting gallery experience. Gameplay feels very smooth, and the art is very pretty.

Nice job!

Thank you! That was a very hard level :). 

Awesome. Just awesome.

I really liked the fabric overlay (shader?) on the 'platforming' (for lack of a better word) segments, really cool effect!  And I have to agree with lafferty, you found the perfect balance of comedy and tragedy when grandma took a tumble.

Nice job!

Game start: "Ok sure."
2nd dog appears: "Oh. I see."
Screen zooms out a third time : "But I'm out of hands and eyes!"

Nice job, truly hectic experience much like chasing your own tail. The art/animation on the first shaggy dog is really good, full of soul. I did not get a good chance to really take in the other two though lol!

Thanks!

Yep, he killed it with the posters and memos, and we had a lot of fun writing the item descriptions. 
I agree on the needing to take notes/ cross out characters... I knew the answers and I still felt like I needed to write down who got the raise while testing!

Thanks so much!

Thank you so much! Our productivity secret was not going outside for three days (we cleared our schedules for the jam this year). 'Who is living in the office' and 'Who got the raise' are some tough puzzles where you have to remember a lot of little things :D.

Glad you had fun and thank you for the compliments!

Very charming art, I felt a little bad shoving the rolling cows around lol. I think the cursive rope text was a good touch!
Nice job!

Haha, thanks. Yeah we had a lot of fun making the item descriptions, the apples were some of our favorites too!

Right.... sorry about that. We neglected to test with resolutions below 1080p. Glad you had fun though!

There I was playing my favorite relaxing frog soup cooking simulator, typing things like "water", "bean", and "dill", when out of nowhere I get slapped with "moonstone" and "essence of youth"! How am I supposed to not burn the soup when I have to type out those monstrosities?! 5/5. 

This is going to be one of my favorites of the jam, nice work!

There's a bit of a learning curve to the movement, but it's satisfying and fun, but I swear those fish wait for the most inopportune moment to drag you in (skill issue). 

Fun puzzles, nice job!

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Yep, the raise puzzle is a challenge, you have to keep a lot of names in your head!

Thanks for playing!

Very atmospheric. The top hat is a necessary upgrade, as it compliments the balance pole nicely!

Thanks! 

As a Dwarf Fortress enthusiast I'm a sucker for an ASCII game. Looks great, nice font choice. My first couple attempts I did not understand the abilities at all, but I eventually understood the assignment and racked up an impressive 10 points.

Nice job!

The Crash/Brake meta with a good mix of fast/slow cars seemed like a good strategy until I lost. Nice job!

Pendulums are such an interesting thought for the theme... really cool to watch the compounding effects of each added segment. Nice job, I had fun!

Awesome idea, really fun to play around with! I'm not a music guy and  know nothing about scales/ chords so I was going in blind, but still ended up creating an interesting rhythm.  

It's a really simple system, but it enables the creation of complex music! Letting splitters create infinite sound-byte loops lets you create separate 'tracks' too! Someone far more clever than I could really make something awesome with this.

Nice job!

Also: I think there must be another tutorial message after you run out of sound-bytes, but I couldn't trigger it no matter how many extra sound-bytes I placed.

What a time to be alive! 

Waiting intensifies.