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Eric

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A member registered Mar 14, 2020 · View creator page →

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Thank you! 

Yeah, I definitely wouldn't recommend going 1v1 with a Beast (though that does raise the question of whether I could scale encounters somehow).  If you're up for it, I'd recommend trying again either with more players or have one person playing multiple PCs, just to test the balance. Hopefully that would also solve the problem of getting constantly interrupted, since the Beast would have more than one target to go after. 

I'm glad you liked it in spite of that, though!

I'm glad you liked the ideas, even if you weren't confident enough to take it to the table (which is on me, as the designer). I definitely wanted to make something different from the roll-to-hit systems that are already all over the place, so I borrowed some inspiration from other types of games I've played. Everyone choosing their cards before the actions play out is something I borrowed from Sakura, while the timeline itself is actually from a video game I played at the last PAX East called Phantom Brigade, where you can see what your opponents will do a few seconds into the future and you have to try to respond. 

I hope that I'm able to make it cohesive and comprehensible enough for people to take it for a spin. Making a simple player aid with all the most commonly needed info is a great idea. Thank for checking it out!

One correction, it's the PCs that have a Heart stat, not the monsters. But I do see your point. 

The Heart stat affects how effective the "support ally" action is, and I should definitely have included that in the character sheets to make it clearer.  I've been playing TTRPGs since high school myself, so I'm probably making assumptions about what other people will know/understand that I shouldn't be. Thank you!

(2 edits)

Thanks!

I wanted to try making an RPG without dice. Instead (during combat) you program your actions into a timeline using cards and they all play out simultaneously. 

Outside of combat you can use your abilities casually or with maximum effort. Putting your full effort into them gives you a significant bonus, but it costs Stamina. Stamina is also used to make your strongest attacks in combat, and you have a limited amount between rests, so you have to carefully decide what's worth it.

Those are the basics anyway, it's a fair ways off from being playable yet.

I've got a working skeleton of a TTRPG in mind and I've started writing out the rules. The biggest problem I'm running into now is that I need to flesh it out with things like... uh, worldbuilding. And character progression. And other RPG things.