Yeah go for it
Rowan Sender
Creator of
Recent community posts
Submissions don’t need to be a complete games. I mostly just ask that it stay on theme to some degree, but ongoing progress is acceptable. Supliments and add-ons are also perfectly fine. The goal of the jam is to give structure and deadlines for projects that you want to work on, but can’t seem to get to.
Sorry I took so long to respond, I somehow didn’t see this.
The wedge for the SLOT stat is out! This section takes a look at the delvers relationship with the Deck. The Deck itself has a will of its own that pushed the delver to take actions that align with its goals. It is a parasite, though beneficial enough to be worth the risks. This is meant to be a bit of agency horror, with the delvers losing their ability to interact with the world. Eventually, the only way out is for those around them to intervene on their behalf.
With it comes the first look at how the Books of the game! These are modular abilities that can be SLOTted into the Deck. Books take some inspiration from the kinds of abilities that the knights in Mythic Bastionland have. They are meant to be strange, situational, and extremely evocative. They also give a small glimpse into the world that was.
I like this game. The climbing/damage table really ties the mechanics together nicely. There is the one little thing that I noticed about the player height vs damage taken vs damage dealt: because the kaiju is equally likely to attack up and down and the dice don’t increase evenly, I wonder if there is an optimal position to maintain in order to maximize your damage output and minimize the damage taken. Someone smarter than me would have to work out the statistics for each position, but I suspect that it would be the d12 height. Emergent strats like that are so interesting. In this case, it would make it that the most optimal place to attack the monster would be around the neck and shoulders. Very AOT and Shadow of the Colossus.
Using the deck of cards as a system for structuring the mystery is great. It also very cleanly integrates to the resolution mechanic. I do wonder how it feels in play. I could see situations where some sections feel incredibly long and other feel too short. That trade off may balance itself out though.
I’m always so delighted when people create a concise, focused game that also manages to feel fully actualized. This is not a universal game. It covers a narrow space and that is a good thing. It gives you the tools to create that exact type of scene. On top of that, it explains in very clear terms how the game should be played. That is something that a lot of games and systems could learn.
An excellent game!
Very cool setting and genre. Reminds me of Iconoclast. I really like the poten-boxes. That really brought the whole idea together for me.
I found the system a bit confusing at first glance, but I think I figured it out. I would make it more clear that going over the goal is also a detriment. I was very confused about why anyone would ever want a negative. When exactly you add your bonus was also a little unclear. It seems like its only the last card played?
I really love this game. It’s very well developed and has a very elegant system of tags and stats. I think it might have been helpful to distinguish between {powers} and [materials] in the way the tags were presented. The aesthetic is also very cute. Over all a very open and inviting system to play and build in.
Value calculations have poisoned us. The ideal state of creative work is creation for its own sake. This is spoiled by a deep impulse to generate capital that has been engendered by a society obsessed with value. Social media and attention economies are just another way that that impulse has been reproduced. Art is in many ways a rejection of this at it’s core. Art has no intrinsic value; though some (usually already successful people) would like you to believe that it does for the sake of marketing. Make art that only you like. Make art that you don’t even like!
Also pay artists. Its hard out here.
I really love the dithering on the images. Its such a good way to photobash some images into a completely different vibe.
I’m not super familiar with the Liminal Horror system so I can’t really speak to that aspect of this setting guide. It looks pretty good to me though. I think it could use a few NPCs or hard locations for the town. Even just a few would give a GM a lot to grab onto.
First off, amazing layout and design. It really gets across this kind of psudo-spaceage feeling. Has a kind of 2001, cold and quiet feeling.
I like the use of a dwindling dice pools. Its a great way mechanize the fleeting resources that the survivor has. It is also interesting that they player must lie to themself and the world as embodied by the GM, rather than any other player or character. Over all, I’m a big fan of this game.
Bez, there’s just something about your design taste that just tickles me. I’m in a bit of a time crunch so I’m mostly skimming since its a bit longer (sorry). I really love the dichotomy of Fool and Storm for the central character stat. It creates very interesting characters. It’s a very effective use of the Lasers and Feeling system.











