A game where you constantly need to rhyme
does seem like it would take a lot of time
but both cats and witches are favorites of mine
so I think it should all end up being just fine!!
noareid
Creator of
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I really like the layout, everything works together and it all looks super cool! Definitely a topical theme, too. I'm not familiar with 24xx, and that is maybe why I'm struggling to understand how to actually play this... Personally I could've used a bit more instruction, or perhaps an example case!
The layout looks absolutely fine to me! It's clean, readable and pleasant to look at. I also really like that you went for function vs form, and the architectural theme in general is so creative! As a GM, I'm definitely taking a good look at this and making mental notes for describing my buildings...
Hello, I just wanted to leave a message to thank you for all of the wonderful assets you've created! I used most of the isle of lore series, and your fonts, for making a solo ttrpg! (https://noareid.itch.io/do-not-disturb)
I feel a bit bad that when I read 'swamp guardian' I immediately expected Shrek... I hope this swamp guardian will accept my apology.
The names of the swamp mysteries are probably my favorite part. I can just imagine the boat crew cowering in terror while some screeching swamp amphibian leap frogs across deck. I also really like the bold and clear lines in the illustrations, and while it's challenging to win, the game itself isn't that difficult to understand.
I'm super impressed you made this in so little time!
I love the fey character options, and the example scenarios made me want to write a oneshot for my own game group about doctoring performance reviews, hahaha. Very cute and fairy-tale-esque setting for a game. I think trying to fit in is something a lot of people can relate to, but getting to approach it through various means of misschief and madness sounds like the recipe for a lot of fun. I also really like the writing, and the clean layout makes it very pleasant to read.
I'm glad, it seems my assumptions were correct then! I think the exploration felt a bit unintuitive because in my mind, you'd pick an empty hex to explore, and then roll to see what is in the hex. But in this game it works a bit differently. I feel like the initial short explanation of the exploration action, [Explore: If you are adjacent to at least one unexplored (uncolored) hex, you may roll your d20 and discover the land there (color it in)], suggests it does work one hex at a time, which caused my initial confusion. Even a short line such as 'depending on your roll, you may discover the terrain of multiple hexes' or something like that, would have clarified things for me. Though I did end up figuring it out on my own after a while! The d6 halving and rounding up didn't cause confusion for me once I understood I could discover multiple hexes in one exploration action.
I'm really appreciative that even in such a small time frame, you've taken care to include safety tools. On that topic, I think that this game would make a fantastic addition to anyone interested in doing shadow work. Reading through the prompts, I struggled to envision a positive story, but I was definitely feeling things, and I think that's what art is all about. Thank you for creating something with such an important message!
Okay, hands down, 'Wobble Roll' is the best combination of words I've seen in a long time. I wish I could test the actual gameplay, but it does look like you could get into a lot of trouble fun with this little setup! I think the concept has a lot of potential, and it suits itself wonderfully for expansion.
Whooa this was a challenge! I wasn't expecting such a big game for something made in so little time. I played for a bit over half an hour, which got me through about 5 days. I got very lucky with the rolls in that time, but some of the rules were a bit confusing to me. For instance, it wasn't clear to me if you were allowed to move to undiscovered hexes, and the discovery process itself was a bit abstract (I think I ended up getting it, though). Next, the skipping destruction in event 19, and whether or not that applies to discovering destroyed hexes. Finally, only the raft costs resources, and the other building options just cost energy?
All that aside, I really like the theme of the island actively trying to get you deleted. I felt a bit rushed, like I was trying to outrun the destruction. Honestly I never felt like it was possible to begin with, despite rolling well. I really like that there are achievements, and the optional journaling prompts are a fun touch too (though looking at only my game notes, I'd need a lottt more space!).
Overall, I'm super impressed by this. I might revisit it sometime, if I'm feeling brave...
How incredibly creative! I really like the incorporation of real life locations, and the way it encourages you to play pretend to make an otherwise boring workday more fun. The game is easy to understand, and I really like the visual design, too. I definitely think this could be built out into something a lot bigger, it's got a lot of potential!





