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Rosalind

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A member registered Jun 16, 2019 · View creator page →

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The named treasure experience rules are a little vague. It's been a while since  I wrote them, but I believe I intended that you can use them to reward players for going to odd parts of the dungeon in ways the xp system doesn't directly incentivize (there's no xp for puzzles or traps). In that light, 5-10 is probably appropriate for a little interesting tangent or the goal of a low-level quest, and 15+ is more appropriate for the goal of a much more involved adventure. Note that not all magic items are named.

As for golems, golems at first were added to the game's bestiary because I wanted to make stats for all the miniatures I owned- it's why the bestiary more or less one-to-one maps to the creatures in the Descent board games. 

Around the time of Vaiant Quest's release, there were some great online discussions about the history of antisemitism in the fantasy pastiches Valiant Quest is affectionately nostalgic of and only occasionally critical of. The association of the word phylactery with an unspeakably evil object a lich makes to become immortal was definitely the thing most people online were talking about, but I was curious about the golem.

In most fantasy games, the golem, originally a protector of the Jewish ghetto in Prague, was turned into a stooge of evil wizards. Typically, the fantasy 'golem' guarded an ill-gotten treasure hoard. That transformation felt a little perverse to me, both in the ways that it turned a protector of people into a protector of property and the association of a heroic Jewish figure with evil wizards and hordes of secreted away wealth. 

I added golems as player species in the sidequests partly out of a fondness for the mechanical uniqueness of a construct PC, but also because I really liked the idea of the golem being a heroic figure once again as a PC in a fantasy milieu. It seems only natural that a golem in the mould of the golem of Prague would take offence at the evil 'false golems' of fantasy cliché.

I'm not sure the PC golem works without drawing direct attention to that line of inspiration from Jewish folklore to the genre conventions laid out by an egregiously antisemitic game designer from Chicago to modern reevaluations of that history. You could argue it's not my place to subvert these things on identity grounds, and I couldn't dispute that. I am a gentile. I'm just making my case as to why I did it the way I did.

1 - yeah I assume an 8.5 x 11 piece of paper.

2 - rules as written yeah, but if players have another idea and you like it you could agree to break this rule

3 - RAW its just doubled for passing through forests and mountains but your version has nuance thats nice.

I appear to have removed it, but it introduced the idea of armour having ies to move rolls and gave warriors a boon to defence when fighting without armour or a helmet, all of which has made it into the rules now.

Ah sorry for clarity, warrior spirit was a variant rule I added here that has since been fully incorporated into the text of the game. https://rosalindmc.itch.io/valiant-quest/devlog/235303/side-quest-warrior-spirit

Warrior Spirit was a rules variant that gave some extra bonuses to unarmoured fighting that has been incorporated into the core rules.

Barghests, faehounds, and Ghouls have overwhelm, under bear overwhelm is listed as a "umiversal beast rule" meaning all beasts have it.

Iron Warriors and Stone Golems have the fortification ability.

If that stuff isn't in your pdf then download a new pdf.

I don't recall off the top of my head what update of the game is the print version.

Ah thank you!

Thank you so much for playing. I agree that some of the path maps are a little too big and can kinda kill the pacing.

Really loved it, would've been nice to have like a final boss or something to put my final build to the test.

Loved it. Sold on the game as soon as I saw the art for the bard. Beat it first try, would love variable difficulty. Keep up good work, game is gorgeous.

I've actually got some exciting stuff coming soon - I'm doing a private testing round of a new game at the end of next week.

Thank you! Its been a bit quiet since ive been working on other games right now but you can coordinate online games on our discord. Although tbh this game plays best in person.

Yup! Sorry if this page is a bit of a mess I've been focusing on the print version atm.

https://rosalindmc.itch.io/valiant-quest

Check out some of the factions upgrades!

1
Map and region are interchangeable, most references to map should say region. A region is contained on one sheet of paper.
2
all creatures above size 1 are large creatures. When mounted you the rider are threatened by smaller creatures for purposes of your attacks and you can be staggered, pushed or knocked prone (although you do have height advantage). The mount however isn't threatened and can move with impunity through threat areas. the rider counts as being all the spaces of its mount.

This is a little barebones for space and because mounted combat isn't that common, but I think a really cool rule would be to let riders only be threatened on size 2 creatures by enemies that threaten both their spaces. Might be a little finicky but it makes mounted characters hard to threaten rather than easier which I like.

Doing a very thorough patch soon so I appreciate the feedback. Push has been one of those things that is immediatly intuitive to teach during play but Ive really struggled to put concisely into words.

When you push an enemy they move 1 space away from you. The three available spaces are the space opposite you and the two spaces orthogonally adjacent to that space. 

There is no agi roll on push or followup. Only roll agility rolls for the move action and things that tell you they are (as the move action) like charge or impetuous.

Thank you for buying and I hope this clears things up. You can also ask about rules and find pick up games on the discord!

I've had similiar problems with gamemaker and fatal errors showing up for some users but not others. Can't remember how I fixed it tho.

I really want to try this game out but it crashes every time I open the town screen. 

############################################################################################

ERROR in

action number 1

of Draw Event

for object obj_con:

Variable Index [22] out of range [0]

at gml_Script_build_get_desc

############################################################################################

gml_Script_build_get_desc (line -1)

gml_Script_draw_buildgrid

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

Hey everyone! This is an old thesis project of mine, Heroes of the Commonwealth. It is a open world tactical rpg where you control a party of upto 7 characters and get into fights.  It's woefully unfinished and lacks structure in its present state but is jam packed with content. This game is very far from being in any state I could commercially release it and getting it from here to there would take time and resources I don't have right now but it really does hold up and everyonce in a while I go back and play it for a while. The combat and leveling have a lot of depth. I can def recommend it to fellow designers who want something neat to dissect.



https://rosalindmc.itch.io/heroes-of-the-commonwealth

Gracias!