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Sara Caudill

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A member registered Oct 05, 2024 · View creator page →

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Thank you for the kind words and for taking a look at Firetaker! I am devoting all my spare time/brain power to it, so it means a lot getting words of encouragement. :)

Yes, that’s right! Maybe you could reuse the serif font from your Poems table for visual continuity?

The layout is so clean I could eat off it. I think you could push the fonts a little bit more; I’m not saying devolve into kitsch, but I bet there’s a more evocative h1 you could use. I appreciate the subtle drop shadows, and I truly love your map. Well done!

Thanks, Bonesaw! I plan to incorporate it as the starting module in the full game itself (a la Cloud Empress). I think it's contained and simple enough to serve as a one-shot for new players/Wardens. I'm excited to keep going, and I look forward to seeing what you do next, too!

Thanks, Partial Object! I'm going on Parental Leave shortly, so I plan to work on it between chasing a rowdy toddler and changing a newborn! 😆

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Thanks for the feedback! You're not wrong! When I saw that "Ancient Myths" was one of the possible themes, I told myself I'd write the Panic Engine game I've been kicking around if it was selected. After clearing it with Graham in advance, I decided to write and share the current Firetaker draft and its first module with the community.

Thanks for writing, and good luck with the jam!

I think this would be particularly great as an intro one-shot! I appreciate giving the Warden multiple ways to dangle the quest in front of players (i.e., loot, bounty, heroism). I’d love to see the "one hour until the twin solar eclipse” bit come into play more. In addition to being the ticking clock for the sacrifice, maybe there could be a table of events at 10-minute increments, or something? Well done, and congrats!

The art is badass, and the theming is on-point. Love that you snuck in a funicular mention in there, too!

Your tables and the description of  Information Psychosis are particular highlights. Your Logs table is especially evocative!

Thanks for taking the time to provide feedback! Everything you said is totally fair. The hack I’m writing wouldn’t exist without TripTech3 (specifically the theme), so I worked with Graham to find a workable solution to show something for my three weeks of jamming. Both the hack and this module are going to get a lot of post-jam polish. ^^;;;

Thanks again, and I look forward to checking out your stuff, too!

Ah, I meant in the line/word breaks. Thanks for asking! (And please let me know when you go full Downton in a MoSh module, lol.)

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This is one of my favorite submissions I’ve reviewed so far, as well as one I’d love to see at a table, as either a GM or player. The layout is so clean I could eat off it. My tiny nitpick is that I’d do away with the hyphens because I think they’re a little jarring.

One final note: I love your inclusion of an Appendix N! I think incorporating touchstones is a fantastic shorthand to get a GM’s synapses firing. (And I’m delighted by the unexpected Downton Abbey name drops!)

This supplement oozes flavor.  I think ridesharing and courier services really exemplify your gig economy hellscape rickshaw service. I agree with what another commenter said about EMT services deviating from the otherwise incisive theming. Perhaps if you do free up space in a future iteration, you could add a hook for a snappy one-shot that shows the system at play, paving the way to roll it into the setting as a whole? Well done overall!

I think the Hyperfast system is ingenious! Also, I hadn’t previously considered mashing Clue and Mothership together, and now my mind is blown. I do think this module could use another editing pass, and I unfortunately couldn’t read the random table footnote on the second page very well because of the font treatment. Overall, though, this is super cool!

I agree with what other commenters have said regarding readability, editing, and ease-of-use. I really, really love the hand-drawn illustrations and think that could be a great jumping-off point for the entire design. The busy blue background is not doing the module any favors thematically or graphically. Swapping that for a sketchy pen sketch look could push the grunginess of the gang warfare. I hope that helps, and good luck!

There’s a great variety in the hostiles. I think the stalker details are particularly evocative. I agree with what other folks have said about readability; I have some trouble distinguishing the two greens used in the map key, and it’s a little tough to discern individual letter forms. I think using a sans serif font with an emphasis on letter kerning would help with legibility.

(Also, I love Fordon Greeman and am mad I didn’t come up with the name.)

Thank you for your kind words! This is the first game I've made, so I deeply appreciate you taking the time to comment. I've run it for three different groups, and it was indeed a joy to see how different folks interpreted their avian perspectives. :)