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sub-atomic

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A member registered Mar 22, 2021

Recent community posts

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You could probably adapt Scarlet Heroes' method for playing with one hero or one hero and a companion. When you roll your weapon's damage die, you use the following chart:

  • 1: no dmg
  • 2-5: 1 dmg
  • 6-9: 2 dmg
  • 10+: 3 dmg

Heroes deal their damage directly to the enemies' HD, while enemies deal their damage to the heroes' HP. That means a 1HD bandit is killed in a successful hit if the damage die roll is 2 or more. (Since FORGE doesn't use HD for its example creatures, just use the creature's level instead.)

Heroes also have what's called a "Fray Die" equal to their weapon damage die that they can roll once per round to deal additional damage to enemies of equal or lower level. So a Lvl 1 Knight engaged with two Bandits (1HD) and a Bandit Leader (2HD) would be able to roll her d8 Fray Die at any time during the round and potentially deal 1 or 2 damage to the two bandits (but not to the higher HD leader).

This is a relatively simple way of beefing up a single hero such that they can take on a standard OSR combat encounter alone, or with a companion. However, it's not recommended to use this method for more than 2 heroes, or else they will be significantly overpowered.

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This is AMAZING! Incredible work!!

Is there any way to hide the dungeon rooms that you are not in? Something like a fog of war feature in vtt's? I'd love that sense of exploration and surprise where you can't see what's coming up. 

On pg. 16 of v2.2, toward the bottom of the left column: "You must at least 1 stash on a downtime roll."

I wish I'd known that I'd lose everything upgrading to 2.0 on Android. 馃槶馃槶馃槶

Sorry... I'm dumb. Great game!

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On Android, you long-press on the hero dice to bring up the info box, but it disappears when you let go. Is it possible to make it stay up after a long press and then tap to dismiss it? Sometimes I need to remind myself what the dice sides do before I decide to reroll, and it would be much easier if the info box didn't auto-close after letting go. 

Loving the game. Bought it immediately after finishing the demo and can't put it down. Best mobile game I've played in a long time. Thanks!

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"Maybe during a combat, it takes that crew member's action to pass a personal item around."

That's a smart restriction. I'm a big fan of tradeoffs in games. You get to do something useful, but at the cost of something else. It deepens the decision-making. And so far I have found the combat a tad on the easy side, but I'm only on my 5th day on the island. And I was playing that any crew member with ammo could spend it for a bonus if it was listed in the defense, which now I know is wrong, so things are about to get a little rougher for my motley crew. 馃槵

Thanks for the replies and the awesome game!


Sorry to spam you, but another couple of questions while it's on my mind. One, at the start of the game, I rolled 4 days of sea travel, so was I right to start the Skull Island portion on the morning of the 5th day? 

Second, it's not totally clear how stopping at a small island works. It seems that you first choose whether to press onward or search for an island, and then you roll for progress. If you choose to press onward, you roll for an ocean encounter, but if you choose to search for an island and fail the progress roll, do you then roll for an ocean encounter? If so, I think there could be something under Stopping at a Small Island like, "If you failed your progress roll, you must roll for an Ocean Encounter." I know it says, "If you did not stop at an island" under Ocean Encounters, but it wasn't clear to me if that included first failing to find one. 

Likewise, when you say that "you may decide not to try to make landfall after rolling", is that after rolling for progress or rolling on the small island table? It seems illogical that I can choose to not try to make landfaull after rolling for "what happens when you make landfall", but if it's saying that I can decide to not roll on the small island table even if I passed my progress roll to find one, that makes more sense. But then I think it should say, "You may decide to not try to make landfall after passing your progress roll, in which case, you must then roll for an Ocean Encounter." 

I'm having an absolute blast with the game. These are just a couple little issues that haven't hurt my experience whatsoever, but could be good to address in a v1.1 update.

If a combat defense says "Soldier+1+ammunition" does only a soldier get the +1? And can only a soldier spend ammunition for a bonus? Loving the game!

Viscount Alard Hund, Ace of Clubs. Thanks!

Thanks for the quick reply. It seems like my character should be able to avoid finding treasure in dead bodies, but it doesn't say "may" or "can". 

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Cool game, but I'm wondering something. I drew a card that told me I can risk it to search for 1 treasure, but I don't have any relevant skill or item for that. What do I do? It seems crazy to take a consequence when there's nothing forcing my character to risk searching for treasure in this situation, but it also doesn't seem like I have a choice.