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sulcata | Brendan McLeod

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A member registered Jun 09, 2016 · View creator page →

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Thanks very much!

Ahhh thank you!

Thanks very much!!

Thank you!

Thank you!

Super reasonable - appreciate the reply. Looking forward to seeing what everyone cooks up!

Hello! Can I ask why the cover counts as one of the 4 pages worth of space we’re allotted? It seems like part of the appeal to doing an old-school paperback inspired module is having an old-school cover (if you so choose), but then you have to give up 1/4 of your writing space. I’m sure there’s a reason and I’ll work within bounds, but I was curious why.

Yes and yes!

As written, it's just moves and instincts - but if you felt like there's good cause to reveal a special ability through the use of Inland Empire, go for it!

Go for it!

  • Does the "Apply (Current FATHOM) Heavy to stress" rule also apply to Problems? Since it does to Anchor stress. Yes!
  • Also, what qualifies as a "low level magical" effect for the Media's ABRACADABRA? Like "pick a card" low level or "burning hands" low level? Burning hands is exactly right; you'll see that a lot of the other effects match D&D 0th/1st level type effects.

It does! 

I can't believe this has gone overlooked for three years. Thank you for pointing it out!!

Hello!! Sorry for the long wait. 
Yes, it refers to the separate minor ability! We'll clarify this.

Yes, Vamps might need a Fixer to clear a Crave Fallout! We'll add a callout box that specifies this.

Yes, it also applies to Anchor stress! We'll clarify this.

Sorry for the wait! You can either complete a problem to gain ability by spending XP - or a LARGER problem to gain the ability without it! We'll clarify this in the next update.

They permanently gain that domain AND the new self.

Always! We'll clarify this in the next update.

This should be Deteriorating; it will be fixed in the next update!

Posting here is fine for starters!

Totally! Thank you!

hey, happened to look at the page this evening, and noticed some of the image links have broken! just thought you'd want to know!

thank you!

You've got it exactly right. Thank you so much! 

Problems are tracks, correct! You can roll for a problem whenever it makes sense to: if you spent a downtime activity to work on it, or did something during a job that would solve that problem. The use of "D6" and so forth to describe the size of them is just a quirk.

Heya! Not yet, but it's on the to-do list.

Draven, I'm so sorry, I missed this comment back when you originally posted it. You're super welcome to adapt it! We'll probably include some language that spells that out in an update.

Thank you so much! This comment has lit up my day.

thank you very much!

sure! have fun!

As a creator, I'd like to have the option to mute alerts for a bundle that has my game in it.

Use case: If I contribute a game to a bundle but forego my share of the revenue (for charity, for support of another creator, et cetera) then I'd like to have the option of not getting an alert every time the bundle gets sold, as it doesn't mean that much to my day-to-day operations.

extremely good

That's a terrific adaptation! What's the weirdest thing you ran into?

GREAT question, yes you're exactly right. This would just be a normal progress roll to a long term problem, and it would be useful for the ability text for Alter Ego to call that out. I'll make a note to adjust that so it's more clear in the next edition!

advancing a problem and marking stress is functionally the same at this point. if there's a situation where you would make a single point of progress towards a problem then it usually says "mark 1 progress". But you could also wind up with situations (like working on a longterm problem) where you mark D6 progress (for example). Does that makes sense?

A tight, thrilling chase, filled with memorable encounters, haunting visuals, and a white-knuckle feeling like there really IS no escape: not that that'll stop you from hurtling forward as fast as you possibly can.

You bet!

Hey, this is a fun time! I like the clean aesthetic of the game and the simple nuance of the gameplay: it really clicked for me when I realized I would have to collect the little red chevrons, rather than sitting far away and sniping.

A couple thoughts

  • I love the clean lines of the background, the enemies, and the menus - the black outlines of the player character sort of stand apart from those.
  • I'm not sure if I just didn't survive long enough, but I never felt like I had a good window of time to go collect the enemy chevons - I was just in survival mode the whole time, and if they happened to drop where I could get them, all the better.
  • I was surprised that falling off the edge was an instant fail. This is me bringing my own expectations to the game, so take them with a grain of salt, but I expected either a Smash Bros style lives system (since falling seems to be a pretty likely outcome while jumping around this stage) or even a loop around where you fall off the bottom and appear on the top, even if that doesn't logically make sense.

And a couple bugs you may or may not be aware of:

  • You can use the arrow keys to navigate the menu, but I didn't know that and was already using the mouse to activate the game, and the mouse cursor also lets you navigate the menu - except, the mouse cursor is hidden for the game! This led to me trying to navigate the menus using an invisible cursor until I got into the game and realized the arrow keys would be utilized.
  • Hitting "Quit" in the game when it's embedded in an itch page results in a funky state. I'm using Chrome on Windows 10, in case that matters.

Thanks for making this!

Thank you!

Whenever I'm playing I make the city, and then the characters, and then the crew, although the discussion of what kind of crew people are interested in playing will usually come up during the character creation process.

Oh that's terrific! Thank you so much for telling me!

Thank you very much!