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Raven's Library

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A member registered Jul 05, 2022 · View creator page →

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The design work on the cards is so fun and well themed to the game. I really appreciated the instructions for the Narrator; since they will have to carry the bulk of the game running duties it's a great idea to tell them what to do and why they do it, like you did. 

A really nice looking board and fun theme, but a little more thought is probably needed on some of the minigames - if people guessing the character I am drawing means I lose, why would I try and make a recognizable drawing, etc. Overall, I think this is a lovely looking draft. 

Judge Feedback:

A lot of neat ideas and good art, but it feels a lot more like a concept than a ready to be played game. Needs a little consideration for someone learning the game rules just by reading them instead of having them explained. 

Judge Feedback:

I really loved all the art and concept work for this game, but the game as it is does feel more like a concept sketch than a completed game. I like the idea of combining social deduction elements with more traditional board game elements but would have loved to see more ideas for the implementation of the minigames etc. 

Judge Feedback:

Awesome art and some fun ideas, but without a board it's hard to see how all the moving pieces would connect. 

Judge Feedback:

Some really cool ideas here, but I feel like it's just a little too disparate to be playable in its current state. I felt like some of the roleplaying elements were a little light and would have liked to see more storytelling support as well as mechanical support for the really good ideas at work here. 

Judge Feedback:

Fun mechanic, but difficult to parse the text. I wish this wasn't fair themed but instead tied into the mechanic (time travelers or something). Not really an RPG.

Judge Feedback:

I felt like it was up to the GM to vaguely decide if the predictions were good enough - I would have liked some guidance on what makes a good prediction

Are the minor arcana questions to guess what the main question is? Is the main question hidden? I in general couldn’t figure out the purpose of the minor arcana question asking

I would have loved moments of roleplay between the clairvoyants. As it stand it seems like all of the interaction is between the clairvoyant and the Patron

The chess table is fun, and was an interesting way to help define the personality of each clairvoyant

Judge Feedback:

The ending is interesting but I can see it frustrating some players who feel like they got tricked/were lied to. Also the ending makes it only playable once and only if you can only play if you haven’t read the game.

When a Parent role plays telling their child about their death are they monologuing to themself or does someone else play the child? 

Judge Feedback:

A really fun concept! It may intimidate some people but there are definitely people who would be excited about it.

I liked that the players swapped what characters they were playing throughout the game

I wanted more explanation of what the characters are during game play/general plot. There were mentions of  battling and sneaking but I’m not sure why the players would be doing that.

Need explanation of how much cash it costs to do something

I needed more guidance on how to set a difficultly for a challenge - as written it feels arbitrary 

Judge Feedback:

I wasn’t sure why the die flipped - it was an interesting concept I just wasn’t sure if there was a thematic reason beyond it being unique

I was unclear if the game ended once the group did 3 steps or one person did 3 steps.  Because if as a group the game could end in 3 rolls

The setup says that you are playing games for the prize but I didn’t see any mention of games/mini games so I’m curious how that works. 

I wanted more information about who these enemies were that were trying to thwart you 

Judge Feedback:

Cool division of players between belief, duty, and ideal

Good examples of the components (ex. of a secret thought)

I was unclear whether the player goal was to cause chaos or if the characters truly believe they know what is best for the protagonist and so the player goal was to do what they felt was best for the protagonist and the designer predicted that would be chaotic

I would have loved some more guidance for the DM on how to run the party. Maybe there could be rolling tables of consequences, NPCs, and party type or some other kind of guide rails instead of relying the DM to create the whole plot

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I'm not really sure what "winning" in this game means, narratively. I felt like it was missing an incentive to use your secret outside of the bet, so it could be caught. Betting extra slips and losing seems like it should tie into the gaffe, but what if you bet all 3 and can't tie them together?

Judge Feedback:

I liked the idea of creating a memory with someone and then having only one of you remember it - I could see that impacting the creation of the next set of memories in a really interesting way

I thought there was a lack of balance in the thoughtful reflective tone of the game and then what could turn into a sudden speed/grabbing game in the last moment

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I love the physicality of ripping up the card when the memory it represents is forgotten and the greater world implications of the festival.  I want a generic RPG adventure where a real heinous dude comes back instead of someone missed. Grabbing  the idol is a little too vibesy for me. I'd maybe want a countdown  or something to lean into the dexterity part of it.

Judge Feedback:

It was unclear to me if the games are actually played or just rolled for. The rules suggested you just roll, but other parts suggested you might. 

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Judge Feedback:

I was looking for more roleplaying - I liked the framing device of the game but I didn’t see moments for players to interact in character

I’m not clear on the specifics of the rhyme battle. Are the players going back and forth saying specific words or phrases?

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I liked that it was a rhyming game. The back & forth structure of the rhyme-off was a little confusing: does the wassailer never have to rhyme and only the challenger does (to match the wassailer)? Is it always couplets? The method of challenge doesn't ensure new people play.

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I played this over the winter break with my family and had a fun time! The rules definitely required some interpretation, but overall this was a great entry!

Judge Feedback:

A really interesting idea! I think I needed more examples of play to fully grasp how gameplay works but I definitely foresee interesting strategy and teamwork in this game

I would have loved some form of character creation/group creation so that players have something to work off of when they are doing their roleplaying section.

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liked the general concept and movement puzzle aspect of it. I did have to read it a few times to get it. I don't know that the role-playing aspect of it adds much. I think it can be just a fun game by itself (but I get it - it was a TTRPG jam).

Judge Feedback:

Cool hex map building but I would be interested in seeing more roleplaying elements

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Awesome use of a rarely seen mechanic!

Judge Feedback:

Fun concept, would love to see the world-building/character-building go a little deeper to encourage roleplay!

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Fun to see a Polymorph game. Leader ability is fun. Tough to tell how some specials could proc on a any roll, but maybe that's fine. Winning felt tacked on.

Judge Feedback:

Please write this out as a full game, I love the pitch and would love to get to play it someday!

Judge Feedback:
 Really evocative, beautiful writing! Seems like it might be a lot of heavy lifting for the GM, some additional narrative tools could be helpful.

Judge Feedback

Cool setting, nice opportunities for roleplaying, I think the rules and character building could go deeper to better support play

Judge Feedback:

I'm not sure where roleplaying fits in, but the mechanics sound like fun!    

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I love the concept of this game! It seems like a great way to spend a game night for a campaign when not everyone can be there 

I’m guessing that this game was intended to be system agnostic, but I was looking for more clarity/guidance for the DM on how to fit it into a system. Conversely, it could present its own system and then DMs could skin it to their game if they preferred. This applies both to what dice are being tossed and how the items in the cups integrate into the system.

Judge Feedback:

I would love to get the chance to play this, a ton of content/guidance for how short it is.

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A delightful way to do some storytelling with friends (and make them have two dinner parties with you :) )

There needs to be a rule for what happens if you pull your own name

I thought each season was very distinctly clear and evocative 

I liked the mechanic of hiding the letters!

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Love that you get a piece of art out of it. I like that it requires multiple dinner party larps. Felt like the rook and pawn should be swapped. 

Don't feel obligated to share the above if they're not looking for it, etc. etc.

Judge Feedback

I definitely want to play this! I feel that it could use some examples of play/additional tools for GMs when it comes to asking for moves/interpreting results.

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I wanted more information on how the cootie catchers were operated. If players are just picking numbers on the cootie catcher it could lead to them figuring out how to always get the result they want, so some randomization may want to be added.

Do actions that don’t require the major challenges just happen? Totally fine if that’s the case I just wanted some clarification/definition of that.

I really liked the way the paper challenges fit with the feel of overcoming a major obstacle in the game.

Judge Feedback:

Really evocative game, fun storytelling rails.

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Very clear game - I could pick it up and play it as is.

I liked that roles rotated around the table as the party traveled.

I liked the ending - I felt like deciding as a group of the prophesy was real was a nice way to wrap up the story.

Judge Feedback:

Seems like a fun dungeon crawl with some interesting narrative possibilities. I would love to see deeper adventure hooks/suggested outcomes for it.

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I wanted a little more lore overall. Is this community part of a bigger world of Alfs or is this an isolated pocket? Who are the players - far off visitors, members of the community, or is that up to each group to decide?

I did not know whether this dungeon was supposed to fit a specific system or be system agnostic. 

I liked the story of the hourglass and that being the central object of interest.

I liked all of the creatures!

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Map was beautiful, good 1 page dungeon keying. Liked the aurora bats and specific use of Shadowdark's torch timer. 

There is no requirement or expectation that you make a solo game. 

I sent this Q&A with the recent email and thought I would repost it here for any late-comers or for future reference. 

Q) How finished does a submission need to be?

A) It needs to stand on its own and be playable enough for someone who has only read the rules to pick it up and run it. We know that it won’t be perfect (yet), but it needs to be an understandable, playable draft.

Q) What are the judging criteria?

A) Every jam is a little different, but the criteria we will be giving our judges is, in order of importance:

1.      How Enjoyable is the game?

2.      How easy is it to understand the rules?

3.      Use of Themes.

4.      Use of Mechanics.

5.      Use of Elements.

Enjoyability and playability are first, to make sure that we end up with great games not just great poems that really nail the themes or something like that. Following that we prioritize Themes (major overarching ideas), then Mechanics (the specific ways that players play the game), then Elements (smaller ideas that add some depth to the Themes).

Q) Will I be scored higher if I use more of the Themes, Mechanics, and Elements?

A) We expect you to use at least one of each of them, but we’re looking for quality of use not quantity when it comes to that.

Q) How much money should I expect to make from this?

A) Enough to buy a nice lunch. Maybe two. That’s what we hope to make from it, at least.

Q) Will you own anything I write after this process? A) No. We want you to keep control of your creative project. We will own the rights to the finished Zine and any art assets we secure for it, but absolutely no part of your design. If you take a game we print and sell it individually, develop it further, or anything else that’s totally fine. Please just remember us when you become famous!

Q) Do I have to do this work alone?

A) No! You can work by yourself or on a team of a dozen people if you want. Ultimately any advances/royalties are going to be paid on a per submission basis so if you have a team of 20 you may be splitting that lunch a little thin.

Q: You're talking a lot about Money and Business stuff?

A: Yeah! We want to help make a real product, and we want you to be there for as much of that process as you want. We'll be doing development, editing, layout, print, and kickstarting the project. We've got a big professional network, and we want to make sure that network is available to you if you have any questions. The idea is to get you through the whole process from beginning to end so you can do it on your own in the future.

Q) Are there any limits on who can enter?

A) Not really. If you have some local law that would get in the way we trust you to know that going in. That being said, we want this to be as open as possible.

Q) What if I have another question?

A) Come talk to us in our Discord (https://discord.gg/uTKC9XFaY8), or send us an email (grassrootsgamejam@gmail.com), or ask us in this thread!

An adventure/dungeon would absolutely fit the criteria! 

A fantastic adventure with lots of fun ideas inside.

The Deathless Rune card for The Grim Coast reads "Their blood runes through your veins..." instead of "Their blood runs through your veins...""

I finally got to get this to the table and it was a blast! My players and I were cracking up all night.