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solipsistgames

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A member registered Jun 08, 2020 · View creator page →

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Hi there! Glad you’ve enjoyed it, but clearly I need to work on cramming rules into pamphlets. 

The second option is the correct one. You roll the dice and total the result like a normal dice roll, rather than counting successes, and move that many spaces home. If you are lucky you can get back in one roll. Otherwise you apply the consequences and roll again. 

Hope that helps. 

Thanks for the feedback. I did tweak the rewards for the fighting a fair bit early on, but I definitely agree that the game is luck based to quite a degree.

If you want to change up the rules more to your liking, I'll happily share any rules suggestions on this page for everyone

The quality of writing in this story really sets it apart from many other attempts at IF horror. It would be creepy in any form.

Thank you! The art is all from my upcoming Mouse RPG (which I totally have no date for). If you check the website you can find more art. https://www.teuton.org/~stranger/inbetween

That's a lovely idea! I never thought of doing it co-op, but you are right, that could work out great (and clearly did for you). That map looks epic, so much neater than mine :)

Thank you! I hope you enjoy it.

https://solipsistgames.itch.io/inbetween-hungry-mouse

Cute character and fun music, but the controls are terrible. Character was stuck almost at once, facing a wall. Managed to go the other way, stuck again on the edge of a block. Got off the block and fell in a hole, and the game is essentially crashed — none of the controls do anything. Looks like if the character's face is against a block, you can't jump, or turn around. No way to restart without refreshing the page either.

Tried in full screen, same problem, but now the "leave full screen" button also didn't work.

Might be my OS (OSX) or browser (Firefox), but this felt like it needed more control testing.

Thank you! 

But he's a real sailor, honest. Yarrr. Keelhaul ye for saying otherwise :P

The newest update (1.2.7) seems to constantly generate lopsided fields, often covering fields with trees while leaving a big empty space field & tree free. (e.g. https://watabou.github.io/village-generator/?seed=313542736) is that deliberate?

I honestly thought the butterflies were zapping the fish into oblivion, but no, they are shape-changing butterfish, nice

Hi.

I just finished reading through the game PDF and I have questions and confusions. I hope you don't mind me posting them here.

Overall the game looks great, the layout is awesome, but I found a lot of the text overly terse and confusing. There are a lot of assumptions about play that the reader may not share. There are clearly good ideas here, but they are hard to dig out. I'm looking forward to a more clearly explained final product.

Comments below based on 1.3 update

On p5, the character sheet has a "Place of Peace" and "Place of Disturbance", but I am not sure how to use them. Is it the intention that you get 1 of each from the list on p9, and only those places give rest/fear?

On p5, the character sheet has space for Aspects, which are mentioned under advancing on p18 up — what do they do? Are they just narrative? Do they sometimes give advantage?

Also on teh character sheet, is AV Protection? Why does Health have a line through it?

On p6, if you have gear/position advantage, but 0 skill, is it a normal 2d6 roll, or disadvantage? i.e. do adv/Disad cancel out?

On p8 it says "At 0 (health), make a Luck check or die", but on p10 it says you need to burn a Luck Point to be able to test Luck — I think this is just the normal Luck used on each roll, but I'm not sure.

On p10 on the full PDF there is a formatting error, it says "Succeed and take 2 He Injuryalth & 1" ...

On p10, the rules for Consumables and Gear were not at all clear to me. I had many cases where I was confused as to what Ud was being rolled, because it was not clear (to me) that there was a single Ud per character, rather than per type of item (which I have seen in other games). I think the text here could be improved to make that easier to understand.

Also, since all items deplete at the same time, what's the point in having multiple consumable items? Do they give the "advantage from gear" on p6?

To be sure I understand the rules — you roll Ud on many skill failures, and this can cause all my gear to simultaneously vanish? Similarly foraging can cause me to have more candles or iron spikes? You roll Gd after every round of a firefight, so shooting a few times can cause my armour to break?

On p10 it says only the first 4 items in the inventory are available to use in close combat, does that include armour? i.e. does armour have to be in the first 4 slots to count?

On p11 there are numbers listed by weapons, is that meant to be Harm?

On p11 what is the point of armour with protection 0? e.g. the mask.

Also on p11, characters begin with silver peices, and there is a spot for money on the character sheet, but no prices for items (exepct the horse on p12) — is the intention to just use some price list from outside the game? Given that horses are 10s, it's hard to think of a price list that would be suitable.

On p12 you suggest that firearms will end most encounters (due to damage done, presumably), but the pistol on p11 does less damage than the crossbow, so this seems odd.

On p12, under horses, you give horses a Ud, but (if I read correctly) simply decrement it instead of rolling it, which makes it not a Ud?

On p13, under firearms, Black and Purple's rolls appear to be reversed (at least, if I am understanding correctly — I am not sure I am, the dueling page is very hard to read).

On p15 Lore complication says "lose d6", lose d6 what?

On p20, in the exploration proceedure, players roll Ud on a Miss. On p14 the Exploration skill says to also roll Ud on a complication, and to Suffer the Fate on a miss, but neither of these are mentioned on p20, which is right?

On p24+ the creatures in the bestiary have a Fear score, but the fear proceedure on p9 just says you make a Will test when you face something horrifying, so I'm not sure what the score is for. Is it a modifer to fear tests? Something else?

For this, I really want to be able to export the individual sigils as SVG ...

It would help to know that we need to speak welsh to properly appreciate this

let me second the praise, your work is incredible

Love it :D Cyrus is bang on the nose :P

Ahh, I thought that might be true. I though they might be under another feature rather than off the map.

A wonderful generator, as always, but sometimes (quite often, actually) things are listed on the key that aren't there on the map. In fact, the last 3 maps I generated each had a missing location — not the same one each time.

Simply the most elegant dungeon generator I've seen. I could sit here forever generating layouts! Excellent work.

I think it's equally unclear in Into the Odd, for what it's worth :)

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Played our first session last night, and got 1/3 murdered in the process. Poor Patrick the Squamous Sailor, the catfish alligator did not want to chat. My Chiroptrean Kid — Kid Bat — barely made it out of the Ozark woods alive, but we need to go back and find out what's going on at the Murder Hut ... wish us luck for next week.


One question. When you take STR damage and must then save to avoid critical damage, do you use the new reduced STR to make the save?

It took me a little longer than expected to finish my game, due partly to a cancelled session, and partly to the exiles believing a wandering soul that the Gate of Exiles (which they found at the start of the second session) was not actually the gate, but all three managed to escape in the end.

I was wondering if anyone would be interested in the method I used to create the Dark, which used a semi-randomised deck of encounters and denizens to create the Dark as we went along. That meant that I, as GM, didn't know where the Gate was any more than the players did, something which I felt really suited the game.

I can go into more detail if anyone is interested, or even try and write up the method as a PDF.

The first session went well. Andre the Gambler (who learned what should not be known) has a broken arm and discloated shoulder from falling out of an iron tree while a flock of wire and bone birds attacked him, Pat the Gondolier (who crossed the river the wrong way) had his shadow devoured by shadow hounds and is now tissue thin, and Donna the Grave Robber (who stole the Queen's head) has been left behind on the platform as the last train rolls away into the darkness.

Next week they hope to find the One-Eyed Captain's Levaiathan and recover the Captain's eye in return for a clue to the Exile's Gate.

I'll post something about the deck-based generation system I'm using when it's all done.

Thank you very much for the feedback!

So, let's assume your party of 4 Exiles come to the bottomless pit and decide to jump over. You say that's a 6+ They choose to try and make a ladder — you wouldn't roll for that, you'd just maybe adjust the difficulty to 5+

Then, do you make a single roll for all 4 Exiles, or do you have each Exile roll for themselves?

Will be running this on Monday, and I have two questions (which i should have asked much sooner).

How many tests do you make per challenge? They examples in Shades & Echoes make it sound like one test by one player per encounter, but I'm also suspecting that it's more like a trad RPG, with as many tests as seem necessary to overcome an encounter.

You don't track health, but what happens if the natural consequence of a failed roll is death? Like, you try to leap a bottomless chasm and fail, are you dead? Hanging from the edge (in which case, you can't die?), or something else? I was thinking of having the consequence of a "certain death" roll be a lost match + you didn't achieve anything — so in the chasm case you are still on the side you started on.

Thank you very much for your comprehensive replies! I think you've cleared up a lot of the confusion I had over ship combat and the way the weapons systems work.

For dodges it sounds like we might need to hosue rule it a little until you have your revisions done.

I'm playing a Comm Officer, so I'll let you know how the bonus feels after our next session.

Thanks. We are playing again tonight, so I guess for now we'll just have to stick with the answers we made up ourselves last time.

I have rules questions (and not ones caused by us not knowing that v1.5 existed and switching rules half way through)!

General

When you get a complete success on repair, do you get +1 power and +1 dice, or just the power.

In the "Make it Go!" section you describe the shooting procedure as: "Roll 1 attack per power to the weapons bay against the power of the defending ship’s engine", however the 1.5 rolls aren't opposed, and the Engine Room just applies a -1 dice per power. Which procedure is right?

Is there a planning phase every round of space conflict?

Abilities

In the "Make it So" section, you say: "but they may add 1 die to a roll as long as they continue to do so". If the Captain gives a new order does the +1 go away, or does the player keep it on each roll as long as they are following the order?

How does the Communications Officer ability work? Does it mean that a 4+ on a Plan or Help roll give +2 dice instead of +1 dice, or does it mean you roll 2 extra dice when making Plan and Help rolls?

Combat

In combat, do enemies (NPCs) also roll to attack? The Blades-style resolution mechanism made us think that it was "one roll resolves both sides action", but the Dodge and NPC stats make it seem like you take turns.

In combat, does a Dodge get declared as your action? Do you choose to Dodge before knowing if you are being attacked? If you are attacked twice in a round, can you Dodge both, or just one?

In ship to ship combat, it says that the ship's weapons: "has a pool of dice equal to the amount of power. It then says: "Roll 1 attack per power to the weapons bay against the power of the defending ship’s engines." Does this mean that attacking doesn't use a kobold's own ratings, but uses just that attack pool (which is decreased by the target's engines)? Do you roll 1 attack per power, each of one dice, or 1 attack per power each equal to the power? What does it mean to roll "against the power of the defending ship's engines"? Since 1.5 rolls aren't opposed — so this reads like a holdover from the previous rules? The more I re-read these rules, the less I understand them :)

Rooms

Can someone other than the Captain allocate power? The Command Deck ability says "The Captain allocates power". If the Captain is off-the bridge, or dead, can someone else do it? If so, and no power is allocated to the Engines, can the ship move?

Does a scan with the Sensor Array reveal both the structure of an enemy ship and the crew position, or just one or the other? Does it reveal the nature of every room, or just some? Does that vary on a partial or complete success?

I've played to day 110 so far. Story messages stopped long ago, after the first pair of highlighted lines. Was that the end?

I had a similar experience at the start of the game. I didn't know if the game was starting, or if I was meant to do something, and sat pressing buttons and clicking the mouse to see if I was supposed to be interacting.

Then, once the opening begins, you have the same experience of just watching a movie ... but if you persevere you are rewarded with the "walking simulator" you describe, and some beautiful environments. I think you just need to get there a little faster :)

This was a very enjoyable experience, though I hesitated between thinking that it was a game or a piece of installation art. The environments are gorgeous, especially that concrete texture (I was drawing a concrete texture yesterday of far lower quality, so I really appreciate how nice this was), and the sense of relief when you finally see the first hints of colour is immense. I was practically running to get out into the open after the tantalising hints of sky :)

My only complaint is that there are too many places where you suddenly lose control, and the motion controls suddenly become "blunder forward until the screen fades out". Not only did these sections give me a loss of agency, they also dragged me out of my immersion in the game, making me wonder if I was meant to be exploring, or just waiting for the game to show me something different. I think it would be better if these scenes gave up any illusion of control and just changed on their own (e.g. the "curtain" or the "anechoic chamber") — even better still, they should have actual control, and let you go from one to another without feeling that you were missing something.

Would still recommend the game despite that, but I think it would be even better if that element were changed :)

The current "Fugue In Void (Mac Fix)" does run on Catalina, at least on 10.15.3. If you can't open the game on Catalina, first check that you have extracted it correctly (the default Mac unzip often messes up permissions, try Keka instead), and that you open it by right-clicking and choosing "open" — double clicking won't work because the app isn't signed.

I was sure that I hadn't seen one of the rooms on the pictures on the bed, I was tempted to get back in the chair!

As a note, resurrecting 5 times is really hard. I had to down-gear enough to die and need to be resurrected, but not so much that I couldn't complete the level. I think I ran the same level for an hour trying to complete the quest.

That didn't happen. The quest completed, but there was no message on the completion screen. :)

Just wanted to say I'm really enjoying the game. Playing on Mac and having a blast, though something is very odd with mouse movement on the main screen (the mouse moves jerkily, but moves fine on actual levels).

The art is fun, the dialogue is really amusing, and the difficulty is not too painful. Fun without being frustrating.

The only thing's I think could improve it would be:

(1) When an item/character is locked, some indication of what you need to do to unlock it would be very nice.

(2) The level HUD needs some way to tell you the fireball/freeze/death blow chance, so that you can have some chance of guessing what will happen on an attack.

(3) The dice tracker overlaps the health/armour bar, so that you can't see how much health you have when you have around 10-12 total hearts. You could put the dice higher up, or behind the hearts maybe?

I had exactly the same today. I assumed that it was trying to unlock a specific character, and it was one I already had, but after grinding deaths for an hour, it would have been nice to not get a quest that wouldn't give me something.

In the Character creation part of the rules you say that Morale and Favour max at 5, and the character sheet at the end has 5 boxes for each. However you then say that both starts start at 10/10, and in the Group Goals the Usurper goal makes people lose Favour if it is greater than 5.

Which is the correct maximum? 5 or 10?

Also you say "King’s Favor drops by one point for every day that the Big Celebration is delayed". Is that always 1 point per game day, or is the GC expected to give a number of "free days" first? Does the GC just decide when a day has passed, or should you track time? Or maybe track meals?