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Sam Roberts

A member registered Feb 12, 2019 · View creator page →

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Hey Ginger, Sam here! Honestly, please don't feel obligated. Community copies are there for a reason, and the idea of you using Escape from Dino Island at camp with kids makes us smile. (We'd also love to hear how it went with younger players — one of our goals was making the game something we would've loved when we were Jurassic Park-obsessed 12-year-olds.)

If you truly insist, though, shoot us an email at our gmail (EscapeFromDinoIsland) and we can sort it out.

But mostly, thanks for playing and sharing our game!

Thanks for the kind words!

And also: Wow! I haven't had a chance to read the whole recap yet, but I'm 20 pages in and it is great so far. Highly recommend it to others, both from a "This is how Escape from Dino Island can play" POV and from a more general "This is what good play looks like" POV. 

Love the way you used the prompts as inspirations rather than IRONCLAD REQUIREMENTS — it always makes us happy to see players making the game their own.

Selfishly, I'd be curious to know what ideas you're pinching for other games and how they work out!

Hey there! Sorry I missed this.

Neither Sam nor I really use Roll20, so we don't know much about what it means to add a community sheet to the Roll20 collection, but if it helps people play online, then we are absolutely in favor of it.

If you wanna chat more about it, also feel free to email us at escapefromdinoisland [a]

Actually, there are! If you're interested, email us at escapefromdinoisland [a] gmail dot com!

Thanks, Will! This was me trying to write a love letter to my commute, so I'm glad it resonated with you!

Thanks for the kind words! Definitely let us know how your holiday games go, and if you end up hacking the story mechanics.

Great details in this one! I love how well you use items and spells to craft a rich, specific, and original setting. I’d love to play in this world!

This rocks. I love the way the GM doubles as a player role and a character in the game, and the explicit antagonism of the role. Also the detail of potentially hiding an inventory item is a perfect way to set the tone at the start of the game.

Overall, I'm really impressed by how this captures so much about my experiences in restaurants and retail, both the good and awful. I can't want to give this a shot.

This is low-key one of my favorite games in the Jam. So many brilliant little subsystems that contribute to a great game of romantic adventures: The terrible and cool scars, the downtime actions, and one of the most evocative sets of classes in the game.

Basically this is the ideal game for someone who's played too many Bards over the years. (I am one of those people.)

Do it! (Please.)

I will also accept hacking them into a Warriors RPG.

Oh man, this brings me right back to high school.

This was a blast to read and has a ton of fun details, both in the mechanics and the theme. The clock die is a really clever mechanic, and I love the codified rules about cross-cutting right before a roll. Nice work!

I didn't know I needed an Epic Mickey meets Dark Souls TTRPG, but I did.

Super cool and super evocative. You get a ton of mileage out of small tweaks like Fidelity and the three perfectly named stats.

This took me right back to my Warhammer/40K days of hooligan greenskins causing all sorts of mayhem! Tonally, this is perfect and every single aspect of the game points right toward the riotous themes at the heart of the game.

You've introduced some really clever rules techniques. Others have mentioned the shifting GM, but seriously, it's great tech and I'd love to see more games that shift between GMed and GMless like this does.

I'd love to see a version of this with a layout that brought the text to life!

Wow, I did not expect to like a game about amateur hockey this much! (This is not faint praise, but high praise.)

Hoser is probably my favorite design/layout in the entire Jam: Fun, usable, evocative, and dripping with charm.

The rules are nice and tight while giving you everything you need to tell the story of a scrappy underdog trying to make it in a rough-and-tumble sports world.

Like some of the others who've already reviewed this, I'm not sure this is the game for me, but I still think it's one of the highlights of the Jam, full stop.

Thrash Dogs is, well, rad!

The XP system is perfect — builds on the existing Tunnel Goons rules to make something new, lightweight, and thematically on-point. This isn't a game about fighting, it's a game about fighting the Man, and the XP system captures that perfectly. Plus, it's easy to steal and use in other hacks with more diffuse "enemies". 

The voice and design are also flawless. The only thing missing for me is a little more — I wish this had some mission prompts to get players started and build out the world.

Great lightweight cyberpunk hack. You do a great job with using a few carefully chosen words to imply a lot about the world. Probably my favorite equipment list of all the games in the Jam. So evocative!

Great, clean design + use of public domain art.

The tone is great — you manage to capture the feel of Troika! while making something decidedly your own. And I love how it's both an interplanar Tunnel Goons hack and a supplement for Troika! at the same time. It's like the game itself is a pathway between planets! :-)

This is a blast. Great tone, pitch-perfect retro video game look, and lots of fun references to classic characters and games.

The rules changes are so clever and effective in capturing the spirit of fighting games — in particular, I love the way healing doubles as a quiet character-building scene and the way weapons can easily change hands.

The one thing that doesn't quite work for me is the specific choice of battles in the tournament. For a game that emulates fighting games and tournaments, it's weird to have the players fighting together against groups of enemies. I would have liked to see more one-on-one fights, ideally with something for the other player to do while they're waiting for their turn.

That's a small complaint, though. Overall, this is super fun and a perfect game for a casual one-off session.

This is a blast. The premise is inventive, and everything is dripping with flavor and a perfect tone. I want to play this and watch the (slightly inappropriate but not really) kids' cartoon it would spawn if there was any justice in the world.

This is rad. You've packed a lot into a single page with a nice, engaging layout. Love your choice of stats and the way advancement is tied to securing a month's worth of food. Also interesting to see that you did away with the bell curve for a more swingy feel that mirrors the unpredictability of caveman life.

One small, silly complaint: The anachronistic reference to a football. Surely there's something appropriately stone age you could have chosen?

This is so fun — I can totally see myself using it for some Scott Pilgrim gaming. It's just the right amount of heightened.

You've packed a lot of structure and support into a small package and the tone is great. I'd love to see it with a layout and art that amplified what you're already doing in the text.

My one rules concern: It seems like the Band Battles rules strongly encourage characters to specialize in one of the roles and just keep spamming that one move. Is that the idea? (To be fair, it's pretty accurate to my real-life band experiences!) If not, maybe there's a way to encourage characters to branch out? Maybe they can't use the same move twice in a row? Or maybe they have to use each one at least once in a battle (and the fourth is their choice)?

Anyway, this is minor stuff. Very cool!

This is a solid microgame for fighting Zombies that I think would work great in play. I think it would benefit from a little polish for clarity, though. A few thoughts, take 'em or leave 'em:

  • A tiny bit of context at the beginning would really help, even just "A game about fighting zombies." Something about the "You" in the title and the artwork made me start off thinking it was a game about playing as Zombies.
  • Layout-wise, the high right column draws my attention and feels like where I'm supposed to start. I'd consider lowering it to start at the same height as the left column.
  • I might consider renaming classes to stats. I know Tunnel Goons calls them classes, but it's more confusing than helpful here. Also, Leverage is an interesting name for that stat. I love the idea that influencing people requires you to have leverage over them -- is that the idea?
  • For the Zombie Fever, the "you" seems to switch from the players to the GM in a way that is jarring. Also, do they lose 1 Toughness every day for 2d6 days or 1 Toughness total until 2d6 days have passed? 
  • There's a typo in the example of play -- it says "ads" instead of "adds".

Overall, cool game! Perfect for a pick-up-and-play zombie outbreak.

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Thanks for the kind words, Paolo!

My thinking with the inventory system is that it’s less about weight and more about complication — like, sunglasses are small, but they can easily flip open, fall off your head at inopportune times, etc. But yeah, it’s definitely an abstraction.

Looking forward to digging into your entry. The design and art is pitch perfect!

Cool — thanks for submitting them! We'll definitely give 'em a nice polish with some art.

Hope you enjoy the game when you give it a shot. Thanks for purchasing!

Wow, thanks! Let us know how your game goes!