Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Shimainen

15
Posts
1
Following
A member registered Sep 01, 2023

Recent community posts

(1 edit)

Truth is, Tinoyji's prompts aren’t perfectly synchronized. Sometimes seasonal text and weather results just sit next to each other a little awkwardly — it’s a side effect of a flexible system.

What is deliberate is that the game gives you permission to move forward anyway, without treating that awkwardness as a mistake. 

Maybe the weather has turned unusually harsh this year. Maybe a path that’s normally peaceful has become treacherous and slow. Or maybe your character feels unsettled because something in the world — or in themselves — is starting to change.

When this happens, a helpful approach is to let one element reshape the other:

  • Let the rain turn the path into a clear task or obstacle (mud, flooding, exhaustion, danger).
  • Let it affect your character emotionally (unease, urgency, reflection, dread).
  • Or, if you’re not in the mood for conflict, lean into it as atmosphere and treat the scene as a Sojourn — quiet, reflective, and meaningful without dice.

And if it still feels too abstract, Story Sparks are there specifically to bridge that gap between mood and action. Here’s what that looks like in practice.

You have:

  • Seasonal Prompt (Autumn): A familiar path covered in crisp leaves.
  • Weather: Heavy rain.

You don’t need to make them “match.” You just let one reshape the scene.

Example 1: Let the weather overwrite the vibe “The leaves are still there — but they’re soaked flat against the ground, turning the trail into a slick, muddy mess.”

  • Task: Navigate the trail without falling or damaging your gear.
  • Roll: A physical or travel-focused asset.
  • Setback: You slip, lose time, or arrive cold and drained.

Example 2: Let the contrast become the point “This path is usually comforting in autumn, but the rain is relentless. Nothing feels as it should.”

  • Task: Decide whether to continue or seek shelter.

Example 3: Keep it quiet (Sojourn) “The path still looks like autumn, even as rain pounds down.”

  • No dice, no task.
  • Your character walks slowly, reflecting on change and unnatural weather pattern. Perhaps seeking a bar to warm up and meeting with new friends.

Shimainen, Sparuh's Customer Service

(5 edits)

Hello there!

First of all, thank you so much for supporting us by picking up the physical edition of Tinyoji on Amazon. It truly warms our hearts to hear that, despite the layout hurdles you encountered, you’re finding the game to be a "breath of fresh air." That feeling of cozy enjoyment is exactly what we hoped to create, and I’m so glad it’s shining through for you.

I want to personally apologize for the frustration caused by the page number placement and the Almanac referencing. You are spot on—having page numbers tucked near the binding (the gutter) can make them tricky to spot during a quick search. Your feedback is incredibly valuable, and I’ve logged these points for our design team to ensure our future print runs are much friendlier to navigate.

Now, let’s get you the right tools and help you tackle those high-level challenges!

1. The Character Sheet Update (Vital Fix)

You were absolutely right to be confused—the sheet available for download was indeed an older version. I am sorry for that mix-up! We have just updated the project page to ensure everything matches your physical book perfectly.

We’ve finalized the official Tinyoji v2.1 character/villager sheet. This new sheet aligns perfectly with the rules, examples, and flow of play in your book.

How to get the correct file:

  1. Go to the download section of our site.
  2. Click Download.
  3. Select “Pay nothing / Take me to downloads” (unless you wish to donate, but please don't feel obligated!).
  4. Look for and download the file named: Tinyoji-v2.1-character-sheet.pdf

2. The Gameplay Math: How to beat Level 4

You have a very sharp eye for the mechanics! You are 100% correct that a single villager, even a Master with a Level 5 Asset, will struggle immensely against a Level 4 (4d6) Challenge alone. 

While a single villager can handle Level 1 or 2 tasks alone, the massive Level 3 and 4 Landmarks are designed to be "Community Efforts." To beat them, you need to use the "Calling on a Friend" action (found on Page 43 and Page 28).

  • When you call on a friend, you don't just add a small bonus; you add an entire 1d6 to your Effort Total for each friend helping you.
  • On Page 29, you'll see that a Level 4 Landmark allows up to 3 Companions to help you.
  • Your Asset Score (let's say 9) + 3d6 (from 3 friends). That extra 3d6 averages about 10 or 11 points! Suddenly, your total Effort is around 20, which gives you a wonderful chance to succeed against the Challenge.

It takes a village to raise a barn (or fix a Level 4 Landmark)!

I hope this helps clear up the confusion and gets you back to enjoying your story. Please let us know if you need anything else—we are here to help!

Warmly,

Shimainen, Sparuh Customer Support

Thank you for your question regarding the page format of the purchased copy. You raised a valid point about the convenience of printing at home, and we appreciate you bringing this to our attention.

You'll be delighted to know that we have indeed prepared a single page 8.5x11 version specifically to make home printing more accessible. This version is now available on the project page, ensuring you can easily print out the materials without any hassle.

We value feedback like yours as it helps us improve and cater to the needs of our community. Thank you for taking the time to inquire about this – it allows us to address potential oversights and provide a better overall experience.

Please let me know if you have any other questions or concerns.

Hi Nancy,

Thank you for your inquiry regarding the Everline Book Series required for this game.

Currently, there are two books available in the Everline Series:

  1. Everline_01_Zagsonia_Academy_v1.2
  2. Everline_02_Zagsonia_Catacomb_v1.0

The pricing structure for the series is as follows:

  • If you purchase this project for $5, you will receive the first book, Everline_01_Zagsonia_Academy_v1.2.
  • To unlock the second book, Everline_02_Zagsonia_Catacomb_v1.0, you need to add an additional $5, bringing your total purchase to $10.

Please note that purchasing any amount between $5 and $9 will not grant access to the second book. However, you have the option to wait after purchasing the first book and then top up your purchase to $10 to unlock the second book at a later time.

I hope this information clarifies the Everline Book Series offerings and the corresponding pricing structure. If you have any further questions or need additional assistance, please don't hesitate to ask.

Hello! Thank you for reaching out. I understand you’re having trouble finding where to enter the password for your softcopy.

To get the softcopy, you can download the zip file from the demo section on our this project page.
Alternatively, visit Sparuh Studio's website and add the game to your cart. During the checkout process, enter your password in the promotion code area to get it for free.

If you have any other questions or need further assistance, please let me know. Or email us at Sparuh.com@gmail.com 😊

We might've missed your email if you've emailed us, if that happened please let us know and we will rectify it for you.

Hi! I'm delighted to help clarify the differences between No Ruto and Witasy Express for you. Both games indeed share the same captivating Witasy world, but they offer unique experiences through different perspectives and gameplay mechanics.

Witasy Express adopts a third-person perspective, allowing you to explore the rich and vibrant world from an observational standpoint. The gameplay revolves around world-building, understanding the intricate details of the environment, and experiencing the overarching narrative through a broader lens. It follows a classic solo TTRPG style with numerous tables and randomizers to help you generate unique elements and shape your journey.

In contrast, No Ruto takes a first-person approach, immersing you directly into the personal journey of an individual character. You'll experience the world through their eyes, making the adventure more intimate and focused on personal growth, challenges, and unique interactions within the Witasy universe. The gameplay emphasizes journaling and using your creativity to determine your character's decisions and explore confined sets of events, akin to a journaling game.

Despite these differences in perspective and gameplay, both Witasy Express and No Ruto share a common premise: a captivating journey via train travel. This setting was inspired by our own experiences, where we found the long-distance train rides through the countryside and cities of Hokkaido, Japan, to be incredibly romantic, relaxing, and enjoyable. We wanted to capture that sense of wonder, tranquility, and appreciation for the journey itself, as well as the destination, within our solo roleplaying games.

I hope this helps clarify the differences! If you have any more questions, feel free to ask. 😊 

Thank you for reaching out, and no need to apologize for your English—it's perfectly fine! 😊 I appreciate your question about character creation in our TTRPG.

I appreciate your inquiry about our TTRPG's character creation process. Let me provide some clarity:

You start with 3 traits, and that also serves as the initial cap for traits.

When creating your character's traits, you have a couple of approaches:

  1. Customized Approach: Intentionally select and assign 3 traits that align with your character concept. This allows for a more personalized and specialized character build.
  2. Random Approach: If you're feeling adventurous, shuffle the trait deck and draw 3 cards randomly. This introduces an element of surprise and randomness to your character's traits.

As for skills, they need to be acquired through purchase and are not activated from the beginning. 

It's important to note that even though you start with 3 traits, you won't be able to use the skills within those traits until you purchase and activate them. Skills require a bit of investment, but it opens up exciting possibilities for your character's development.

If you have more questions or need further clarification, feel free to ask! I'm here to assist you on your TTRPG journey. 😊