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The Bit Bet

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A member registered Jun 29, 2021 · View creator page →

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well that dungeon checklist was an interesting reading, and extremely fun. Thanks for sharing.

Death cheese and eel smuggling in a funeral house? I am hooked.

Treasure: friendship is brilliant. Also the dehydratation room is a smart concept.

The pink is reaaally intense, but the restaurant is really fun to read.

Alcia Olyfee -> More like Alcia OnlyFans :)

Thanks for the feedback, it was a long adventure to write in a short time and I didn't add all I wanted to. I could improve the text with your suggestions.

I also don't know Hardcase (and Brindlewood bay just by name). I tried to apply my limited experience with solo games with what I read and have this doubt: what happens if a struck of bad luck locks me out of several clues? I may never solve it? There are some "fail-forward" mechanics to help me?

 By the way I really liked the immediate emotional stakes at the beginning, by forcing the player to define their history with the deceased and the details you really picked my interest.

I think it's a brilliant "high-stakes heist" with golden-age mystery vibes. 

As a GM, my thoughts are that while the arena is crowded with activities to do, the mission itself lacks specific " hints" or openings near the Doctor to help GMs guide players toward the swap. I would need to improvise a lot because the security seems pretty tight. Fun idea the parking ticket complication.

It's the first time I read the term "AI polycule" and I am hooked, the core elements are hilarious and incredibly fresh for the genre.

What I feel is missing is the narrative potential of a city-wide collapse, now limited by a random event table. While the effects are impactful, the adventure would benefit from more scene descriptions or NPC reactions to the deteriorating services, or specific traps or risks. 

Short note about the pagination: the significant white space in the current document can make it feel a bit disjointed to read. I think a more readable page would likely improve the flow and usability for the GM. 

(In this case I'll be the GM and plan to use those ideas soon.)

I am so jealus of the layout, this forum-era art is a nostalgic masterpiece, and the sextoy with a WIFI constraint is pure cyberpunk comedy gold.

That said, the second half feels a bit rushed, and may be a style decision but  I would need more instructions to run the house-crawl and defense scenes effectively.

Thank you so much for the feedback. If you end up playing it, I’d absolutely love to hear how it goes, your experience would be incredibly helpful in shaping a stronger revision.

As for Act 2, you’re right, I did consider introducing a few NPCs who might be headed toward a doomed fate in Act 3, but in the end I felt the NULL overview was already so dense. That said, I think there’s still room to add more flavor, through morally gray characters that can deepen the tone without overloading the structure.

Thanks again.

It's the mode for hardcore masters :D

That’s David, gently pulling us into collaboration and surreal dreams...

Thank you for such a deep and thoughtful analysis. If you end up playing the game, I’d really love to hear your feedback from the table. It would help me a lot in making a more complete edit.

It’s been awhile since my last CBR game, but reading this gave me a sense of solidity, the mission feels grounded, dependable, with clear events and trackers that made me understand it quickly.

That said, my reading experience was occasionally interrupted by typos, missing punctuation and some awkward line breaks that pulled me out of the flow and made the text harder to follow than it needed to be.

This was my first time reading a "poem-game", and the emotions it stirred were intense and unexpected. It felt like a genuine discovery. The imagination and impagination are truly remarkable.

At the same time, I realized I would feel a bit intimidated bringing this to the table. I’m not sure I could convey the same depth of feeling to my players, and I’d be afraid my version would fall short of what the text evokes on the page.

I saw you submit it one minute before the deadline so perhaps is a draft? 

Because the idea is interesting but I don't have much to work on, as a GM who want to play it. How is south america in this cyberpunk story? Rose's glitch has some mechanical effect in game? Rose's drones how can be used or abused by the PCs or the NPCs? I think this story need more details to be considered completed.

I’m not familiar with Cities Without Number, so I can only evaluate this submission as a generic protection mission.

The scenario is rich in detail, and the two main NPCs are extremely well written. However,  with a plain text layout, I find it some what difficult to scan and quickly identify key information, as a GM would need to do during a session. A bit more editing and structure would greatly improve its usability at the table.

I would also suggest enriching the "Conclusion" section with other possible outcomes, such as: "what happens if Wolfgang is killed", or "what happens if the PCs choose to side with Moretta". These kinds of twists are very helpful for a GM. Knowing my own players, they would almost certainly end up helping the werewolf.

The Shepherd is a fantastic character, exquisitely designed, and the plot carries real intensity.

Regarding the submission, I checked my augmented CBR+PNK set and remebered that the pamphlets include a built-in progress track system for each objective. Since you have the space, I’d recommend using it. It would make tracking “the mess” the players create easier at the table.

Given how central the Shepherd is to the story, I would also consider treating him as a Hunter, complete with stats and skills. Additionally, a few concrete guidelines on how the players can help Kes would be very useful, especially for GMs who may struggle to improvise.

Finally, a couple of points could use clarification: Kes is spending what her father left her, not her husband’s. Also, it’s not immediately clear whether she works for the clinic and later joins the cult, or if the clinic itself is the cult.

Overall, a strong and compelling submission that would benefit from a bit more mechanical and narrative details.

(2 edits)

Excellent use of space and art, the plot is dense, but the layout never feels cramped, which makes it a pleasure to read.

I have three suggestions:

1. D5 is an unusual choice for a physical game: while it can be simulated by halving a d10, reading “d5” feels unintuitive at the table. You might consider reworking the table to reduce the number horizontal space, which could let you gain an extra line.

2. Box positioning and print readability. I know aligning boxes can be tedious, but if you intend this to be printed, having them follow the page folds could significantly improve readability and reduce reading mistakes.

3. Therare many NPCs, and some of them (such as Doc Vost or Apex) don’t seem essential to the plot. Vost is foreshadowing but lacks a clear way to move the story forward. With Apex, it’s unclear whether she is meant to help the players or work for Catur, making her difficult to use. You might consider centering the mission around a specific focus (infiltration, combat, stealth...), which would allow you to streamline the cast and use the freed space to deepen only what’s truly necessary.

Overall, an interesting and promising plot. Just my two cents.

This appears to be a mission built on the Blades in the Dark ruleset, reimagined for a cyberpunk setting. The approach has potential, but it does not come across as system-agnostic, IMHO. Presenting it explicitly as a micro-hack of Blades in the Dark might strengthen its identity.

The writing is clear and accessible, but too "broad" for my style. It makes the scenario feel somewhat generic and harder to ground in cyberpunk genre.

That’s smart…for the AI 😂.
Thanks I’ll fix it.

Yes, the AI need a lot (A LOT) more work, right now is limited for 3 main reasons: 

1) time (obviously) 

2) It was way more difficult that anticipated for my skill level and 

3) I need to bugfix a lot, if the IA is too strong I cannot reach the endgame :D 

Thanks for the feedbacks, if you want to come back after the jam ends I am halfway for a version with a more refined AI. different board styles and international chess notation.

Hi, first of all, the basic idea is really neat, great puzzle ideas, love to have my brain twisted with this kind of experiments. As most of the others, i too got stuck in the velocity level, but couldn't find any button to skip or 2 buttons combinations as written in another comment. If you can clarify, I would like to test it until the end. 

About bugs, those happens, and are not related to your skills: they just become more compley as you improve :-D 

I want to focus on a couple : 1) the level with the wobbling door, i had to restart 3 times because sometimes the door went out of the room and I couldn't enter it 2) Sometimes there are visual artifacts, like background tiles carried on (i saw them in the fast level, may be related to that specific level). 

But still, you had a strong foundation, with some work may become really interesting to play.

I think you have found a really clever mechanic, the spider jumps are deceptively simple and yet entertaining. I suggest a different key binding for the spider: when you are on the roof, it's odd to press "up" to shoot down, it feels more natural to press "down". This may improve the gameplay. 

Also, i you want to add a more action twist, you could add some enemies that walks on ground or roof, and you must block them with the net before moving on the same ground, for an additional layer of challenge.

Hi, i tried the game but had this alert, so I coudn't test it: 

Error: Couldn't load project data at path *.*. Is the pck file missing? If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).

I tried it, found the art and music effects remarkable, it's just not my kind of game. I read the comment about the difficult, and it's an effective game position for certain audience, but I suffer the "staticity" of the jumps. The fact that a jump cannot be fixed even a little after the release of the spacebar make the gameplay a bit frustrating for people like me.

There are no rules against posting on multiple jams and i am taking it so seriously that i don't upload the game even if I could. Thanks for the feedbacks.

Hi, thanks for the analysis. The AI freeze is a known bug, related to the fact that craft a system to play chess is way more complex than I initially tought. But i have a version that should fix it, will upload after jam's end.  The audio is a pain point, i was thinking about some relaxing music or white noise but i am still not sure. And for the theme, yes, it's a subversion of millennial-long rules, of course is on topic :-P

By the way, I cut as a mad butcher and upload also an a5 version. Thanks for the check. 🙏

No prob, tell me if you plan to fix it and i'll try again,

I noticed it after reading the other comment,.. By the way, some of the gingerbread are really hilarious.

Yes I noticed, i tought it was part of the game challenge. If they were exactly like the picture the game would have been soo easy. Still, great experience.

Congrats on the art, it's really nice and polished, I can't believe it's your first project!. I found it also fun to play, got lost in the map, too, and didn't quite understand all the different powers but it was a satisfying hack&slash experience overall. 

Hi, i tried the game but had this alert, so I coudn't test it: 

Error: Couldn't load project data at path. Is the pck file missing? If you've renamed the executable, the associated. pck file should also be renamed to match the executable's name (without the extension).

May do that, thanks for the suggestion.

The art is stunning! I wish i had the opportunity to have a display of all the pattern on the body because they were mesmerizing. I think the theme connection is a bit loose (mailny the upside down figure) but it was a surprising experience.

Plenty of stars for the creativity but oh boy that was hard to even move an inch.

I don't know why the king keep spinning around but it's really funny to watch. The mood is chill, the art and music do their job well, the game works, even with different behaviour that expected: I was able to deploy 15 tents and not 5, but the flood of minions keep going straight against the big building, ignoring the towers.  I find the theme adherence a bit loose. Would play a refined version of this Tower defense twist.

At the beginning i was ready to ragequit, I humbly suggest to add a few instructions, if you plan to keep working on this. After i find out the solution of the first puzzle, i was delighted and hoped to find more puzzles like that,,, oh well, still a good game idea.