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Rowan Sender

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A member registered Jan 22, 2025 · View creator page →

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It sounds like you finished your game on your own already and you didn’t really make it as a part of the jam or with the jam in mind. This jam isn’t really meant to be used for advertising and it isn’t very good for it anyways. I’d probably look elsewhere.

Nope, new projects are fine. The jam is just something to help structure your work and give a deadline to get things done.

Aw thank you so much!

It’s amazing what procrastination will make you do. Go check the downloads and it should be there.

I thought I had lost the files, but I think I might have made this in canva and it’s actually all one sheet in the doc. If I get around to it, i can try reformatting it.

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Bez, what are you doin down here buddy? /J

Oh sorry about that. I had it set to end a day early. I’ll reopen it until the end of the day tomorrow. Sorry about that :’[

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.

Having read through Mythic Bastionland, I can safely say this myth fits in right alongside the others in the book.

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!

This review weekend actually lands nicely on the last few days of the month!

If you’ve submitted a game, please take the time to go read and review each other’s games! Post them in the games comments, share them elsewhere with links! Show eachother some love!!!!

Your work is always so cool. I’m getting my physical copy of MBL in a new days so I’m holding off on diving into this fully, but it looks so good at a glance.

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.

A cute little tool for executive dysfunction in the psych-rpg genre. Very lighthearted and easy to understand. I appreciate the inclusion of ​warnings about personalization.

A very cool game and a very cool critique of justice.

I for some reason has never considered that “Bookmark RPG” would use books as a tool for play. Reading through this was a very pleasant surprise. I’m always a fan of creative forms and functions!

Very cool game! I like the layout and design. They are very clean and clear. The mechanics are easy to understand and give a very good flavor to the setting. I really like the GMless system for rooms and creatures. I’m excited to see it when it’s finished!

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 love your style. The texture that everything has is so good. The hatch shading especially is a favorite of mine. Very good stuff!

The theme is required, but isn’t meant to be literal, so some extrapolation is expected. The challenge is optional to some degree, but should at least influence your design.

I’m honestly just fangirling at this point.

Your designs are so cool and reading through them gives the same feeling as reading the game manual on the way home from the store.

There’s just so many cool toys to play with.

I really like the ticking clock. The losing and gaining time is a good way to encourage a certain type of play. Reminds me of Wanderhome in a way. Things that are usually “soft mechanics” being reinforced through hard mechanics. Also a lot of good lists in there.

I forgot to mention, I really like the little truck graphic in the bottom. V good

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.

Simple, tight. This is a pretty cool little dungeon room. I’m always a fan of the iso dungeon view.

REVIEW GAMES.

PANIC APPROPRIATELY.

Very cool game with a tight scope on what it’s interested in. Creates a very tense resource economy.

Nope, no requirements. Though I do encourage you to make a novel system of you’re up for it.

We’re coming up on the last weekend for this Jam. It lines up a bit strangely this month, but this weekend is the Review Weekend where we come together as a community and give feedback on each other’s games.

There will still be time to submit more games after the weekend, so don’t stress too much.

Oh I didn't realize it was supposed to be a pamphlet. That would probably solve that issue.

This is a very cool game with a custom system and a slick layout. The graphic design is immediately appealing and really draws you in. The game system seems fun and dynamic.  It really seems like it would emulate a kind of survival horror game on a dangerous planet.

I do think the layout of the rules could be tweaked slightly. I almost feel like the left most column of both pages should be swapped. I felt like I was getting a deep description of how rules play out without even knowing that they existed and and why I was doing them. I would also think about moving the table setting and description on the first page out from being tucked up against the graphic and into the first column. I didn't even see it until I had finished reading the first column and felt a little lost as to what was happening.

Over all, I think this is a very well designed game. I like it a lot. Any complaints I have are very minor formatting tweaks. Basically the last little bit of cleanup before the game is totally finished.

I'm always a huge fan of anything that is reaching towards interacting with the unknowable. This game is a great example of two beings with vastly different lives and frames of reference suddenly having to find a way to communicate. This is also a great inversion of how I had originally imagined the "Interview a worm in real life" challenge. I was thinking it in the context of the vastly large human asking an earthworm questions, but here it is the vastly large wyrm being asked questions. 

The game system itself is great. It really lends itself to the strange way these two being would have to interact. The ink blots especially are a great way of abstracting how strange their interactions would be. 

I really like the illustration work as well. The background image is great, though it is a tiny bit distracting when trying to read it all laid out on a screen. This probably wouldn't even be a problem if it was printed and folded.