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Sustrato Games

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A member registered Mar 29, 2020 · View creator page →

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I like your layout and style a lot. A lot of information is packed in but it’s not overwhelming. The color choices are really good, although some of the smaller font or pixelated text fades out.

I wish the alien loot was a little better, it’s basically the same as standard equipment but with the radiation drawback. Not something the party is likely to hold onto.

The layout shift from rectilinear to arcing is really cool. Some interesting machinery must be there for one topside lift to go to three bottom side lifts, laid out in a triangle. A skilled DM could describe a very interesting, otherworldly setting with this material!

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Hello, I am learning about this jam pretty late but I reached out to A Couple Of Drakes and they have released the following titles for the jam:

Spirited Cafe

DISASTER/Peace

DISASTER/Wing

No God’s Country

Court of Blades

They also have their requirements for fan content clearly laid out on their website

I am excited to make some content for Spirited Cafe and looking forward to all the other submissions!

Indeed, it’s true that many narrative gamers think strategically and narrate tactical approaches.

What I mean by tactics is the “Yes, but actually no” approach. In a tactical situation, you are trying to restrict the opponent’s options. Whether you are outmaneuvering them in a business deal or cutting down their foot soldiers, you want to expand your options while narrowing theirs. That’s just what it takes to win. This is fundamentally different from a narrative game. You might narrate a loss to your character for the purpose of a narrative arc. You’re still “winning” even as your character suffers, because it’s all about the personalities and events.

But that goes against the very point of a tactical game: winning according to the rules of the system. This is why tactical games like DnD have so many min-maxing players. That’s what the game encourages and supports. You can still make subpar choices for narrative reasons, And DMs can reward those choices tactically. So I was being a bit dramatic with the post title and the question “Do we even want these players in the same room?”. Most RPGs combine both narrative and tactical play and many do it well.

But there is a fundamental tension between these two. Tactical play is the stuff of board games and wargaming. Narrative play is the stuff of RPGs. Even many hexcrawl RPGs play more like wargames. Players can make tactical choices and fully enjoy the game without any in-world narration or roleplaying whatsoever.

Hello, while I haven’t played CBR+PNK yet I discovered today a game jam for Forged in the Dark games. Emmanuel has graciously opened up CBR+PNK for fan content (and already included one submission in his directory!).

Here is the jam: Beyond Dark Horizons

Submissions close February 11th.

This is very cool.. I just started taking an ASL course and I am excited to discover this. Thank you for making this.

This is a fun little adventure! The ‘feral’ Opossums are an interesting enemy with unique defense mechanisms. The presence of possible live Opossums are a fun way to embarrass trigger-happy military times while at the same time setting them up for a vindication, after the party is lulled into a false sense of security… there are lots of possibilities for suspense, humor, and inverted expectations with these mooks.

Some things I wish were explored further is: how the survey equipment operates, perhaps with some kind of puzzle or minigame instead of just a dice roll, and what happened to the rest of Mikey’s team. This could be a good setup for a second adventure, when you are finally headed offworld and call Kowalski, only to hear about the beautiful bouquet of flowers the last team brought back…

Thanks for publishing this little gem.

This is a cool project!

Your gothic aesthetic is sooo good!

damn we suck

Hahah I didn’t feel that bad, but it was very challenging, and funny

I would spend some coins on it in an arcade!

This game was very rude to me and made me feel like I’m bad at videogames

Great art tho

Fun game!

I managed to get stuck between my house and the outbuilding… gotta hold back on that nitro.

Also saw a stranded tank at the northern spawn point when another tank spawned right above it and blew it up. Seems accurate.

I’m really interested in this game as a companion to develop settings for Ryuutama. That game strongly emphasizes “aspect of place” which I found difficult to convey as DM. Sights, sounds, smells, all the sensations. I’m more experienced with the “aspect of action”. Planning to pick this up soon!

They look so good!

Wow, I love this! I’m honored you took the time to do that, it’s really cool to see you make it ‘yours’ as well.

💯/100

I pirated an NFT and was using it as my profile picture, but people kept making fun of me, thinking I’m an crypto bro. This is much better.

The animation is pretty cool too.

Cool

Thank you for taking my criticism so well :) sorry if I was too harsh.

I do see that you tried to downplay combat. My thoughts are that combat is so pervasive and automatic in roleplaying games, I don’t want to see your game slip into that mode, whether it be a single Security character who always turns situations hot or a party who thinks Team Rubicon’s go-to approach is to send a team of two medical personal with a four-man security detachment.

Of course, people can play games how they want to play; and any party playing an indie disaster relief game is probably going to be more thoughtful, anyway. I guess it just rubs me the wrong way to see strictly humanitarian missions represented as having security/violence as part of their mandate. That’s why I reacted kind of strongly.

As far as a character to fill the same role - thinking about a similar real-world project, the Chinko Reserve, a big part of their anti-poaching mandate, which also includes armed park rangers, is negotiations between different shepherds over trail and water rights. So those negotiations are a security element. However, it is covered by your Diplomacy role.

Another big aspect of both security operations and relief operations is of course building or repairing shelter, both for survivors and responders. However, that is covered by your Engineer role.

Likewise security forces will have medical teams and logistics teams, that you already have covered. So, I’m not really sure what role security forces play could be added that you don’t already have.

For my part I often think of society’s functions as being agriculture, housing, security, transportation, healthcare, and communication. Four of those you already have, but a Communications role could definitely be added and is very relevant to all kinds of humanitarian responses. Certain ad-hoc response groups like Mutual Aid Disaster Relief also identify food autonomy as a part of healthy responses to disasters, so an Agriculturalist role is conceivable. However, that is very far from the mandate of traditional NGO responders that you are trying to model.

Again thanks for taking my criticism so well! And thanks for putting out this game, even if it’s flawed, it’s awesome and an honor to see the thought put in!

I’m not sure how I feel about including an armed security expert in your emergency relief crew. That’s not how Médecins Sans Frontières or Team Rubicon roll. I would know, I’m a Greyshirt. It’s specifically disallowed to bring firearms or other weapons to ops, and it can get you permanently banned from the program.

I think your RPG would be more accurate, unique, and challenging to completely strip out all combat mechanics. It’s not needed in genuine emergency or disaster relief. Only during security (military/police) missions, which is not what this game is about. Honestly, I think that’s a big trip-up that is preventing me from appreciating something I otherwise probably would.

Thanks for your compliment! I hope it sees some table time, let me know if you bring it out. Should be a nail-biting experience!

Thanks for your feedback, I appreciate it.

Very fun game, reminds me of the 19-2000 musical game. The artwork is really expressive. Good soundtrack and some pretty funny dialogue.

I really love the dialogue in this game. It was a bit hard to read, with everything happening on-screen with the fx, but it really helped set the mood.

Not sure if its just me but I have a really hard time dodging the enemy’s shots or leading with my fire, can’t really figure the moves out

Oooh yeah, I think I missed that you could rotate the torso, my b.

Good luck with your post-jam improvements!

I totally understand!

I forgot to mention I really liked the chunky aesthetics of the cockpit and how the UI was integrated into panels that came in and out. Hitbox detection seemed a little finicky with the panel UI, I kept closing panels when I meant to hit the buttons, so maybe making the buttons bigger would help.

I liked your character taking up two tiles instead of one, not being able to aim my weapons how any reasonable mecha pilot would (i.e. two sideways for double shots in one lane, as well as the other available options) was pretty frustrating tho.

Fun concept. Had a bug on level 7 I think (maybe 8) where I could not trigger the win condition, despite clearing the level and reaching the end.

Really hard to read the dialogue between missions because it was small and aliased. I did want to get into the story, but it was difficult to discern.

Nice entry, would recommend refining the core idea (more variety & user friendliness) and revisiting how plot is delivered.

Really hoping I have time to print and test this, it looks very interesting

Unlike most games which I’ve been saying are too hard, this one was actually too easy. Enemies did not take a lot of shots to kill with my big gun, and even better, seemed to die instantly once they were within one or two squares of my tower mechs. A little more differentiation and depth to the enemies & allies would go a long way.

Fun movement, very unpolished

This was fun! I loved it as soon as the music kicked in at the main menu. Very well-polished game. The enemy dividing their force between you and the ship kept the challenge pretty serious. Would have liked to see the sword more useful i.e. a stunning effect. Since enemies had instant turn speed, getting up close and personal is a good way to take a lot of shots. Pretty challenging game but stylish and fun.

Very impressive game for two weeks!

Only real grip is some difficulty with box-selecting units. It wasn’t always reliable. The units were tiny, which was great for feeling like you were on a big battlefield. Appreciate the unique zone control mechanism. Balance and pacing could be tightened up. Well done.

I got stuck. :( The beam was showing up white on a couple things I couldn’t actually click, too. Cool ambiance and idea though - it reminded me of Hapland, which is awesome. Very original game with very groovy tunes.

Very original concept, I think not being able to move your character was the biggest setback. Controlling say, your character and an alternating left-right series of rocket fist attacks (may special moves shooting both at once, other combos, etc) would have been easier and given the players more flexibility to move. Staying in one place was kind of ehh. But good game and good soundtrack.

Overall - pretty fun little boss shooter. Demonic enemies were actually kinda scary. They had a lot going on, but in the end they came down pretty easy. Some more exposition/characterization, even without a full story, would have gone a long way.

Pretty difficult to play, not sure I am really able to kick or punch because I never seem to have or hit the ball, and I’m always on the ground. Banging soundtrack thou!

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Very cool visuals, was kind of hard to navigate the mech. I got caught in a chasm and was not able to return to the ship before my systems ceased. I think this entry could have been playtested more and the overall scope/player experience reconsidered.

Love the grappling hook, but its hard to use when your mech can’t look up.

My thoughts opening the character’s sheet and then the commander’s sheet -

Right off, I like the stat split of accuracy/armour. Very cool to have most of the three stats roughly equivalent, but those two with that duality. Reading that talks/looks was a skill, I thought this might feature some freerunning Mecha action and story-based encounters. Very clean, easy to read character sheet.

Looking at the commander sheet, formatting is much messier. Not a fan of having the game notes box there - the commander/GM will need more space than that. (Player’s sheet has much better balance by comparison). Wish there was more non-combat equipment. More specific guidelines on when the commander can intervene (some kind of token economy, story-specific, etc) would be a nice addition, since GM/Player balance is difficult to strike. Commander sheet being at least two pages (a little more white space and a little more content) would be a big improvement.

Overall, seems like it could be fun, but some of the ideas that sparked in my head reading the character sheet were not brightened up by the commander sheet, but obscured.

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Whoops, I already commented on this but it didn’t save…

This is a really interesting co-op game where one player, as the Dr. Rossi (great name), will orchestrate the upbringing of mecha pilots who have to protect their academy (and the world) from demons. There is a fleshed-out story, and specific quick-resolution mechanics for battles with the demons.

One note regarding formatting and gamerunning, having the encounters (demons, stats, rewards) spaced out with the plot might make running the game more challenging. I would envision a plot arc that just has footnotes about the enemies and their stats, which can be collected into a table/quick two-page spread at the end. Just a thought on formatting and ease of running the game (although I haven’t had a chance to).

Interesting story and setting. If you want to play a demonic/otherworldy Mecha Academy game, this is the source book for you.

Edit: One thing I have to say is the song was an absolute bop. 5 star audio