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tayruh

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A member registered Jun 17, 2018 · View creator page →

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Nice. I’m glad that I was running it right. :)

I agree with what you’re saying about just letting the fiction decide which is most important. However, I think it’s also enjoyable that it can model one of my favorite things about Fate, which is the ability to overcome overwhelming odds (or at least dramatically lessen the damage) if you have a surplus of fate points (or in this reserve dice) to burn and narrative justification to use them. Both styles lead to a really different feel though (with the latter being more pulpy than the former), so perhaps it depends on the type of story you’re trying to tell at the time.

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Hello! First off I wanted to say that I absolutely love this system. I honestly love all of your stuff, but this one especially is the perfect combination of all of my favorite things in one package.

That being said, I unfortunately need clarification on one thing: what happens when you have a hindrance (whether from your own conditions or trauma, or when facing another character’s conditions like in the lamia example) and you decide to spend a light or dark die?

I don’t see it say that spending reserve dice when facing a hindrance is disallowed. However, hindrances cause you to roll for disadvantage and reserve die roll for advantage, so you can’t just swap from disadvantage to advantage because the hindrance dice would actually be improving your roll.

My house rule has been to cancel each other out 1-for-1 and whichever remains rolls for advantage or disadvantage. So you can lessen the effect of 2 hindrances with 1 reserve die, or spend 2 reserve die to get advantage after canceling out 1 hindrance, etc.

Is this assumption in line with what your intent was?

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This one was interesting. The world is pretty sparse and I wish that Dr Dzli was assigned some conversation topics just for fun, but I bet most of the work went into getting the gloves and glasses to work the way they do. It's a cool idea. 

Thank you for including the source. It was informative both as being educational as how you made things work, but also as a hint on how to complete the game. (The text made it seem like the car was just there as scenery.)

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This is so random. I love it. I enjoyed the writing too. I do wish it continued a bit longer after you find the you-know-what, but that seems to the funnel for all of the endings.

I enjoyed this. It's short but sweet. It very much feels like chapter 1 to something bigger, much like how Choice of Game games are broken up into chapters. It'd be cool if you expanded this into something larger.