Thanks very much!
sulcata | Brendan McLeod
Creator of
Recent community posts
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.
- 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.
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.
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?
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!























