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Wyn

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A member registered Dec 10, 2019 · View creator page →

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Printer friendly version is coming, I just wanted to leave it as-is while the voting was going on. 
Thank you so much! it was a big prompt to fill out in six pages and I agree it's probably more of a mini-campaign than a single session.

The overall concept is super cool, I love the idea of freefalling onto buildings and fighting through them, and the boss concept is great.

I'm still pretty hazy on how to complete the mission, though; if the pit is bottomless, how do the players reach the bottom to fight the boss?

Another one that I'm just straight up want to play, like right now.
Fantastic layout -especially the map of the building on page 3- the NPC descriptions are tight, and the whole thing just oozes with creativity.
I'll circle back to this once I've played it!

That's a hard prompt to fit into six pages and I think you'd done it very well, certainly better than I could have. The front cover is genius and the artstyle really works. While I think rolling up tournament fighters would be a lot of prep, if done well it could make for a really memorable mission. 

Thank you!

I will definitely be making a printer-friendly version later on, I simply ran out of time during the submission period (because I took a week's holiday towards the end).

Thank you! fixed page 3 now :)

I can't wait to run this. Gorgeous to look at, fun to read, clear on how to play; this is setting the gold standard for what a FIST mission can be.

This is incredible. The layout is at once extremely information dense whilst still being both fun to navigate and remarkably useful; the map of the lab in particular is great; and the red stripe running through the pages is a stroke of genius.  

The graphics are utterly gorgeous, especially the cover page. I could honestly print it out as a poster just to put on my wall. Seems simple enough to run through and the cursed banknote ability is super evocative.

I really like the description of the Bastards, though I will say I feel like their revenant status is going somewhat unused, and is a bit confusing. I have to assume they don't know that they have died, given Emily's ability, but I'd love to see that explored a bit more.

The graphics are utterly gorgeous, especially the cover page. I could honestly print it out as a poster just to put on my wall. Seems simple enough to run through and the cursed banknote ability is super evocative.

I really like the description of the Bastards, though I will say I feel like their revenant status is going somewhat unused, and is a bit confusing. I have to assume they don't know that they have died, given Emily's ability, but I'd love to see that explored a bit more.

Really useful feedback, thank you!

I agree that it could be longer, and a lot prettier. I wanted to do room descriptions and more GM guidance but ran out of time. Hopefully I can make a more finished version in the new year :)

-disclaimer: I have not played this yet-

Style: 3/5. It's very striking to look at, but there's an awful lot of it that simply repeats. Why repeat the description for the hallways 36 times if it's the same every time? Way too much flicking backwards and forwards past a bunch of room descriptions to get to the game bits. The tangrams are cute as hell, though.

Substance: 2/5. I feel like I failed a SAN check reading this. I'm not really sure how I'd run it; there's both an enormous amount of stuff, but also not enough direction on how to interact with it as a player or GM. We just wander around hoping to pick stuff up? I wish there had been 1-6 sets of rooms with significantly more detail, rather than 36 almost-identical rooms, and a lot more GM guidance, ideally in one place.

-disclaimer: I have not managed to play this yet-

Style: 2/5. The presentation looks fantastic at first glance, but some of the text is too small to read, especially the intro text and the maps, at least on the tablet I run games off. There are a handful of minor spelling mistakes that nonetheless threw me, particularly the 'corps' in the tunnel (I think this should be 'corpse'?).

Substance: 4/5. A simple and easy-to-run mission, with some fun traits alongside an interesting premise. The characters are well fleshed-out but don't have a lot to do. Stats for the ghost would be useful, given that destroying it is one of the ways to get past it, and a map of the weatherstation would probably be more useful than one of Bolivia.

-disclaimer: I have not managed to play this yet-

Style: 3/5. The text blocking is useful for reading the layout, and it's easy to read. The map could be more interesting, and a layout for the tower would be useful, as it seems more of a focal point than acres of burnt foliage.

Substance: 3/5. The creature is great, and there's plenty here to play with; I feel confident I could run the mission without having to tweak anything. I do wish there was more to interact with in the various locations, however.

-disclaimer: I have not played this yet-

Style: 4/5. It's beautiful. The front and back cover are a nice touch, worth highlighting, but there's nothing here that feels missing. Perhaps the example mission could have been split over more pages? The sheer density of information on those two pages is enormous, which feels egregious with the 2-pages of art dedicated to splitting out the compendium.

Substance: 5/5. It's got everything; A mission, a huge pile of traits, a bunch of NPCs and a boss, collectibles. Incredible work.

-disclaimer: I have not played this yet-

Style: 3/5 A Beautiful cover page with some minimal art inside. Could be prettier past the front page but theres so much content it's hard to be mad.

Substance: 4/5 A classic dungeon crawl replete with multiple floors, detailed maps, filled with bad guys and interactible elements. Solid content warning up front. Some collectibles/traits would be fun, but I can also understand players not wanting to bring anything back from the neo-nazi oil rig.

-disclaimer: I have not played this yet-

Style: 5/5. It's gorgeous. Colourful, filled with art, with nary an inch of wasted space.

Substance: 5/5. There's so much of it! 15 rooms worth of detailed encounters, full NPC statblocks, traits, rewards, collectibles and an frightening mechanic for running out of air. Without playing it I can't think of anything to add; it's quite comprehensive on first read.