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Sasquatch Games

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A member registered Dec 14, 2015 · View creator page →

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You're welcome! I've given away over 1,000 copies of GLIDE, so far, and will continue to provide copies as I can.

Not while the sale is running. More copies will be added in September.

Good question! Wear is just that; the decreasing quality of your glider/gear as it is worn out from use. The choice to handle it this way was purely to align with the words used to describe it and the game mechanics that already existed. You start with 5 'possible' Wear on your glider, and it decreases to 0 over time. At 0, you are reduced to a max speed of 1, and cannot use any of the mods attached to it (until you repair).

I could have just called it 'Quality' and ticked down in the same way as exists, but I wanted to tell players that their stuff needs upkeep to stay viable in the harsh environments of Eridoor. This choice also matches with how the resources are used in the game, keeping mechanic names aligned with how they would be expected to work in the system, e.g. decrease Stamina, use Momentum, and mark Wear all decrease the total resource pool.

Hope that helps explain why Wear is as it is and gives a little insight into the design process behind the game.

Thank you for the review! I'll link it on the game page for others to see.

Sometimes it's easy to miss a small detail in the rules, especially when the creator uses shared tables. 😅

Sounds like a good delve! You cannot leave with the treasure or clues as the only way to the Downtime Phase is through victory or defeat. You would treat leaving the delve as Defeat:

"Defeated players remove all treasure from their Treasure Tracker and proceed to the Downtime phase." (p. 28) 

1. Bottled Ethereal Flame should be Recover 1 additional Stamina after combat. Nice catch!

2. When you roll a result with Combat Event, you then roll for the enemy encountered. No need to roll. for the attribute and difficulty! "On a Combat result, the players roll once as a group on the Enemies Table.  Each enemy result provides an HP total, Attack die, Defense die, and Harm dealt." (p. 27).

3. Combat uses the core concept of Hits, with the opposed roll being the LD. Draws would award a success to the player, always. "If the total meets or beats the LD of the target action, the player succeeds and does something (a Hit)! Otherwise, the player faces a setback (a Miss)." (p. 5).

Always happy to hear that GLIDE introduced people to a new way to play. Part Two has so much more stuff in it for players to experience, while also providing a foundation to build on with more content. 

I hope that this project is everything you need to play and more! Enjoy.

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Nope! Thanks for catching that error. I recently updated my publishing software and it's been throwing me some issues.

 I'll get the file updated ASAP. File has been fixed and update.

Thank you. Enjoy!

That might be a problem with itch io. 

You can buy a copy from the BackerKit pre-order store, which will instantly get you a copy here (their system sends a code).

https://glide-part-two.backerkit.com/hosted_preorders/

If you have any other issues, please email me (cody @ sasquatchgames . ca).

You're welcome!

A few corrections will be coming out within the next week (just working on another project right now).

I will also add a print-friendly version with little/no artwork.

1 - Melee range is 0. You are correct, this was a previous rule that I missed in a few spots. 
2 - Yes, no limitations on that!
3 - Bosses grant you R3. I see now that I missed that information when talking about bosses. You also gain XP (page 28). 
4 - Ignite does stack! It is one of the more powerful effects. Spending 1 Action removes all Ignite.

I'll add these to the FAQ/Errata document. Thanks for letting me know!

It might be hard to see but those are actually "7s," with 7 little pips on each die.


Otherwise, you are correct. Any combination to make a 7 is valid.

Scaling for enemies is already listed on page 24 (just add +1 Health for each player past the first).

For handling bosses, increase the Health of the boss by +5 for each player above the first, i.e., 2 players = +5, 3 players = +10. This is a distilled version of how Souls' games adjust difficulty with summons and would honestly work here, for the most part.

Hey! Gila RPG sends an itch code that you can redeem to the email that you used to purchase the physical copy. Check the bottom of your shipping/order confirmation email for the code. If you still have issues, let me know.

A digital code is provided with each physical copy. You will get full access to any updates through itch!

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I'll add some now.

Shoot me an email (cody @ sasquatchgames . ca) and I'll get you a code for itch. I'll send a complimentary copy via DTRPG too.

Apply damage to HP first, then TOU. Hit Protection is just that, protection from hits before it wounds you. 

I'll update this to be a bit more clear in my next upload of UNIT.

I've updated the DTRPG digital copies but not the print-on-demand. The process takes 2-3 weeks for updating print copies, so it will be a bit of a wait.

I'll throw some in for you.

Page 24 should've been fixed - I'll get it updated. A post will be going out for everyone to outline what has changed (not much).

Last page is the back cover. Looks like an error occurred on export, so it is now blank. That will be fixed too.

Absolutely. You could have one player control the party and the other the player character. I'd say that experimenting with 2 player characters would also work, using the same difficulty modifiers as you would for companions. 

It doesn't actually define MW, that was a mistake I didn't correct (but will!). It should be defined in place of W (Wounds), as MW (Max Wounds) makes more sense to how a wound is gained and stays on your character.

Thank you for the kind words. I'm hearing good things so far!

Thank you, zerodan. Hope you enjoy.

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Thanks! I hope that people take inspiration from it and create their own set of maps and events.

Thank you for the kind word and support.

I can understand Dice Value (DV) being confusing. Agility +1 and +1 Agility are interchangeable i.e. they mean the same thing. A DV modification would be clearly stated, such as Agility DV+1. 

So, the Blade of the Wyrm (Fight DV+1, Fight +1, Harm 4) would modify the Fight DV by +1 and a +1 bonus to Fight rolls.

Crump's Hammer (Fight +3, -1 Agility, 3 Harm) would give +3 to all Fight rolls, -1 to Agility rolls, and deals 3 Harm. There are no modification to DV.

Iron Knuckles (Deal 1 Harm on failed attacks) deals a guaranteed 1 Harm to the target when your character misses.

I'm actually working on an update for TROVES, making it simpler for players, and addressing issues like DV and modifiers. I'm aiming to have the new version out by the end of this week.

I'm very glad to hear you are enjoying the game. I really wanted to extend the "creepiness factor" with it, and am always happy to hear others feel like it actually worked!

As for the tables; I believe that these are errors on my part. The actual requirement are there, but the lord behind it is wrong. I'll get that updated ASAP. Appreciate your eyes on this!

Thank you for the review. I'm happy to hear UNIT worked for you!

Advantage and Disadvantage are is on page 18 of the core rules with the other "How To Play" rules. It's doesn't come up a lot as the player/GM determines it by their current standing i.e. are they prepared for what they are doing and/or do they have the tools to do it.

More ZONES content is cooking!

Happy to hear you are enjoying the game. 

1. The 4 Stamina is your starting Stamina for the custom character.  When choosing Starting Abilities, look at the Stamina cost to use each. Then, you pick up to your total starting Stamina worth of abilities for your custom character. So, a "tier 4" character would have 4 Stamina point to "use" for picking Starting Abilities from the existing characters. In most cases, you will get 4 Abilities as most only cost 1 Stamina from the Starting Abilities cost 1 Stamina to use.

2. An Unlockable refers to Abilities that you only unlock with the main characters during gameplay. You can see them on the bottom of each character under "Unlockable Abilities." With a "tier 4" character you pick abilities from these lists up to the 4 Stamina cost total. Choose what you want, calculate the total Stamina to use them, and then adjust (same as above). You unlock these the same way as the base characters, i.e. you need to do Training and spend coins.

3. When you are rewarded "Equipment" pick either table to roll on. It is split this way to make it easier to get things you want as some Delves require items from specific lists.

Let me know if you have any additional questions.

Thank you for the support! I've watched a few of your videos (with auto-translations) and enjoyed them.

The intention with UNIT is to get people on-boarded to ZONES. I would say that if you are having trouble getting into ZONES, then this is right for you. 

Got it. I'll find your second purchase and submit a refund request.

I'll update this post now to prevent further confusion.

Check the "Demos" section of the game page for the character sheet.

You shouldn't have been charged for a game you've already bought. I'll try to figure out a solution on my end.

I've updated the Community Copies for all my games, as of this week. Should be some copies available.

I had added some a month ago when you originally asked, just forgot to respond; sorry!