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Tall Montreal

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A member registered Nov 16, 2020 · View creator page →

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Honestly I like a lot of it - a few thoughts:

- This was one of the first rpgs I even took on designing, and though I like it, there are definitely some improvements I'd add now. I like to think I've gotten slightly more elegant with my design, and I think some of the things you've added are stellar.

- I in fact in my first back-of-napkin writing of this game thought to use  the "mind body soul" framework for attributes. But in full honesty I value the variation of classic dexterity versus strength. i, additionally wanted to leave a "charisma" and "intelligence/wisdom" type skill to provide a variation for numerous magic systems that could be used. all in all, i feel as though I like the attributes I had picked for the meaning behind them, but do like "persona" more than charm.

- tenet is a much better word than core belief. I like that.

- i personally do like the hp system I had put in place as it feels it honors some more old school methods of your attributes influencing your other dependent variables of stats (aka wizards end up being glass cannons, etc.), but can understand the desire to start at a more even playing field! 

- healing mechanic is great, i like it - just didn't end up putting it in, but i agree on the method of doing it. might offer 2 hp rather than 1 hp because 1 hp doesn't go very far post a fight.

- i like the max hp idea to 7. over the years of my rpg experience and growth, i've also come to love the "if you bounce back from passing out, you grow stronger and gain hp" method some games use, as I find it encourages risky and fun play and develops a grizzled character. that could potentially be another way to gain hp if you're someone who isn't gonna focus on physical attributes. but also using the 5 xp to gain hp is a good idea too. not as narrative engaging in my mind perhaps, but still great!


all in all, great edits all around. nothing about hacking an rpg is presumptuous, if anything it feels honoring to have you hone it to something even better!

I actually haven't used drivethru or dmsguild, I've just posted here pretty much as a creative outlet! Not against publishing all my stuff on those sites though!

So glad ya like it! I think it's pretty nifty as well :))

Hey there hugisa! long time since you left this message, but I'm working on developing this game out further into a more midsized game. Were there any particular mechanics that your family enjoyed or didn't enjoy as much?

That's awesome! Sounds like some good hacks :)

stellar! thanks!

AH - it would very helpful to have those, I guess! Just added them :) thanks for letting me know!

What controllers do you need to play with others? Is that the only way to play with others?

This looks amazing! Is there a goal to turn it into a mobile app?

Hey! The main reason is because you add the value of your level to your flips when you "Defy Danger" - think of it as a modifier!

  • I made it a bit harder because I wanted it to feel a little harder - with some playtesting the 50/50 felt a bit easy. For a quick pick up game with coins is no big deal, but for me, making it slightly more difficult with the new dice mechanics made it feel like I could use it for a more long term setting (I'm thinking of using it for a play-by-post campaign over discord because the system is extremely simple and there wont be any confusion over rules). You're totally free to not use it and just go 4+ is a success!
  • Yup! That's what I was going for exactly! I find that the mixed success adds some of the most fun narrative flavor in my pbta game sessions.
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yeah that's what i've found - the level puzzle is kinda trash hahah! I do like that higher or lower thing. Very black-jack like and I'm into that. Honestly I think I might look at implementing something like that instead.

I will say, the pile of loot is fairly important because you have lets say 3 loot cards. When you flip the loot cards over the total added value is the amount of loot you get. Which perhaps I didn't make that clear enough. During my initial playtesting I was getting around 25 - 40 gold most games. 

Glad to hear those parts were fun, I will try to find a way to accentuate those! Yes, the thief level 1 ability is to escape 1 room per dungeon and continue on! The monsters do not have any HP, you just beat them with your draws.

Yes! And you make it the minimum of cards away from the designated beginning point according to your level!

Hey! Thanks for playing and asking some questions, it really helps me think about what i need to clarify in my next edit:

1. Face cards go above 10. A jack is a 11, Queen an 12, King a 13. 

2. You just finish out the dungeon by completing the last room with wherever you decided you wanted the end of it to be beforehand.

3. yes! This is a big clarification I need to edit: you just reshuffle it.

4. of course.  Your HP pile will be the 3 other Ace cards (if you're level 1, or Twos if you're lvl 2, etc.) The draw pile will just be the remaining cards. Your loot pile is empty, you just add to it as you pick up loot. And the Discard pile begins empty as well, you add to it as you discard cards that you draw.

Hey there! Stellar game! I was curious, but is there perhaps a physical version that has ever been made? If so, I'd be overjoyed to buy it