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Sleepy Sasquatch Games
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Thank you for sharing! Not tacky at all, I love to share people's experiences with my games. I'll be sure to watch the whole thing soon.
The combat is designed to be easy and quick. I will take into consideration the Hard Mode option as other feedback has indicated the same. I've had a few Delves where I was completely stomped by the game and thought it too hard but having the options for players is always good!
Building on the custom character system you mentioned, I have a rough outline of how it works done and will be testing it for a bit before updating the game with the rules. It is pretty straightforward and I hope people can make some broken characters with it, or even just challenge runs. It also opens the door for custom character creation for community content, which is something on my to-do list for Troves.
Thank you for the feedback! I see there is no 14 on the Challenge of Crump delve either, so I must have deleted the row a while back.
I will take the character builder idea into consideration. Perhaps including an option for players to pick from any of the backgrounds for an "advanced start" would be possible. I'm not worried about the balance of characters as Troves is more about having fun and doing cool things.
I am happy to hear that you had fun and if you want to share the link to the stream please do! I will promote it on my socials as well.
Yep! The setup can be found on page 14 at the bottom.
" COURIER SAFEHOUSE
When starting the game, each player chooses any 1 cell as their initial location. Record a Courier Safehouse for that cell. This location has the same rules as a Safehouse and cannot be removed in any way from the game map."
Send me an email if you have any other questions and I'll get back to you as soon as I can.
Glad to hear it! Please let me know how it goes and be sure to check out the other free Delve: The Challenge of Crump
Thanks for confirming. I'll keep an eye out in case you do a print run and sale in the future as I would like to support your work over just paying the printing company for theirs.
Against the Wind is such a treat to play and honestly just read through from a world building and art admiration perspective. You have created something truly amazing with this and I wish you all the best into the future.
Cards go as Exploration - Discovery - Combat.
Exploration gives you the 5x5 map (Locations on page 11+).
Discovery gives you the obstacles, modifications, etc. (pages 18-19)
Combat SHOULD gives you the enemies encountered that are found on pages 16-17. I see now that things are messed up there.
I'll post an update today to fix this. Thank you for letting me know.
Thank you! I have 50 copies in print right now that are going with me to Breakout Con in Toronto. The next print run will be based on pre-orderss available through itch.io. I'll post pictures of what the book will look like once I have them on-hand.
Glad to hear your experience with the game wasn't a bust! I find myself always starting the same way with solo-journal games; unsure of what my character is doing. There are a lot of other journal games on itch that I'm sure you will enjoy, many much better written than Wandering Dreams!
All the best in your future writing endeavours.
Hey Ed,
If you are still interested in this project give me a shout via email. You can find my contact info here: sleepysasquatchgames.ca
Thanks!
Hi Ryan,
I'm happy to hear that you are enjoying Courier.
Great question. This is an incorrect rule and should be the following:
Friendship Band - +1 Fame or Infamy when Fame or Infamy is gained for your current companion's Faction.
Influence was a system I had planned where you could increase the bond between you and your companions. This would open new perks and abilities to choose from but was changed at the last minute to just be XP gains that coordinate with the player character's XP gains.
MIRU II is an amazing micro-game that provides a challenging sequence of in-game days for the player to overcome. Players will need to balance their decisions to make it to the end, which is highly rewarding and begs for additional plays. The emergent gameplay from your own procedural adventure is exciting and unique each time.
The design is slick, modern, and very intuitive for players. HINOKODO knows their stuff when it comes to layout and user experience. The rules are laid out in a simple to understand way, with guides for everything you will encounter. No matter the player's experience with games, they will easily jump into MIRU II.
5/5 for $5.00. This excellent solo hexcrawl is not to be missed.