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Starrite

6
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A member registered Sep 27, 2016 · View creator page →

Creator of

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I can't really add much compared to the other comments, but I knew I just had to comment and give praise to the formatting. I love everything about this game, thematically it is something I vibe with. But the layout and the art is simply amazing. It’s clear and concise yet stylish with tons of flavor.

This game makes me want to raise from the dead and enact vengeance against my enemies. I think this game is very charming, has lots of potential for funny moments. The dice mechanics are very simple to understand and the added bones are a plus. I find it hilarious that the most inconvenient option when determining tie breakers determines the tie. I also like how the skeleton with the personal vendetta is the one to destroy their enemy and not the other skeletons. I think this makes it fair for them. I think the fact that each skeleton can use 32 teeth to reroll any roll to be both overpowered but extremely hilarious. The fracture mechanic is also very interesting to me, it seems very easy to get a fracture but at the same time, we are but bony creatures. Overall, I would love to play this with my friends next time!

Great stuff! I really love the injury and flaws mechanics, I think it adds a lot of variety to taking damage. The only thing I'm curious about is that I noticed that the Kozel Medved doesn’t have any markable flaws or a personal quest. I'm assuming it's because they are a bear, but I feel like even that is the case I think they should have those. Other than that, the mechanics are easy to understand and the character sheets are easy to comprehend. I also think that the Last Stand is a really cool way for players to have their characters go out with a bang! The personal objectives of each character makes it simple for players to get into role-play. Overall, great game that I would love to play with my friends, AARRRRGHH

Thanks for the in-depth analysis, I love the feedback and suggestions! To start, I agree that Crash Out! as a mechanic can be pretty broken. The idea behind Crashing Out! was supposed to act like a big table flip in case luck wasn't going your way as well as adding a new flavor to a character. But if used to powergame, especially with how it's written currently (as I forgot to include it in the document). A player can theoretically use it to skip the climax scenario. This is obviously unintentional and I do think that changing it from an instant success to 4 successes would solve that issue.

Otherwise, I really like all of your other suggestions. I personally love the idea of Chaos tying in with success and failure. In fact, more mechanical crunch is something we were originally going to add, but we had to cut it out due to scope. Initially, the game actually revolved around completing side objectives, as every character would have some type of personal goal they had to complete. This actually leads to the possible outcome that you would be unable to reach the pop-up at the end. But we viewed that as a good outcome, as a big theme about the game is that it’s not about the destination but the journey.

I’m glad you like the game! As for your thoughts, we originally planned for the game to be more crunchier and have you utilize your background and items to help with gameplay. But we ended up having to scrap some of the ideas due to time constraints, as we really only started working on it for less than a week. However, if we were to continue working on this game I think definitely your suggestions of having crunchier systems are something we would definitely prioritize.

Thanks for the review! Uploaded a BW printable version w/o the napkin background.