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ToothyBightGames

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A member registered Nov 24, 2016 · View creator page →

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Apologies for the delay, but I've got the print-friendly formatted files uploaded! There's more in-depth edits and additional worldbooks to come at some point, but I'm not sure when those will be ready.

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Oh, good idea! I'm planning on doing a v2.0 revision and cleanup of various typos and such this month, and I can totally make a screen-friendly version!

Do you have a Google Form or similar for submissions?

I've been looking to try and submit my TTRPG Emiror to bundles, but I'm not sure where the best place is to monitor for bundle submission requests. I missed the Ukranian TTRPG bundle call, and the Necrosoft Ukranian bundle call wasn't visible on the Itch forum at the time either when I looked for other bundle requests. Is there another website or specifically keyword I should be looking for to make sure I don't miss future submission calls?

That first sentence of the Killing section sets the mood of the overall piece wonderfully. (In addition to the intro description of course!) The overall ruleset seems quite fast but deep in terms of gameplay, and I like the use of the Rooms movement/mapmaking method!

I was definitely considering having it just be cyberspace-based, but I just got off of a Ghost in the Shell binge of the newest series and really wanted to include the physical battlefield as well. I really like the idea of just playing a literal chess game on the other board, though, and using piece capture to activate the programs!

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Thanks for the feedback!

  • Objective deployment: Yep! Each Company player has 4 Objectives (a mix of physical and Interweb depending on the faction they chose), and deploys them after everyone finishes deploying units
  • Hack attacks: Yeah, these are a special type of shooting attack, and can be made on the physical battlefield or the Interweb (where they are the only attack allowed)
  • Dying in real life: Exactly! My thought is that it was the unit's "ghost" surviving; A unit can choose to kill off one of their Avatars rather than dying from a wound on the physical battlefield though, so it's probably not the optimal move unless the Interweb avatar is in a prime position for mayhem while the physical unit's effectiveness is not worth keeping.

Thanks! I had originally envisioned the Deadzone cube system, but unfortunately couldn't find my terrain and models for it among my mess of a house at the moment. One day I would love to expand this, especially the factions, Hack programs, and basic units/upgrades available.

Cool design! I really like the rules for city setup and for how retreating works, as it seems like it can make for maneuvering to be critically valuable and allow for a win in a situation where you might be outmatched by sheer raw numbers.

Holy cow, this is theme is absolutely amazing and plays the terror of the Beast (and trying to maneuver it out of LoS of Villagers) to great effect. My only suggestion I can see is to add rules for the different Terrain, as you mention it earlier but only refer to it for movement purposes.

Sweet design! Something you might consider could be a "risk factor" of shooting when the target is near a Hostage, to replicate the risk in games like Rainbow Six of shooting a hostage and losing the game.

I really like the underlying idea with the VIP win condition and the degree of hidden information. Definitely a gem of an idea ready to emerge when the game is polished for completion!

I really like the set activation order in Chain of Command for the Vermin, and both the flavor and sheer unit variety are fantastic!

Man, I love the way the guardians faction can recombine threat choices for this. The card deck nature of the explorer card pool is a really cool idea, and I feel could make for very different encounters with the same Explorer group entering a new set of ruins.

Definitely true to the inspirations listed! I especially like the random-yet-relentless nature of the Creatures faction, and the classic "right around the corner" feeling of having more spawn in!

Wow, I really like the idea of a tower defense game on the tabletop! Ruleset seems quite good, and I'm excited by the amount of variation the army and terrain lists offer.

This is a great idea and seems like a lot of fun! I'm curious how the Evil Wizard player chooses what Minions they can start the game with?

Oh man, the theme and individual win conditions are fantastic! Unfortunately, the rest looks quite incomplete:

  • It looks like some elements like the Scientist and General abilities are missing, and I'm not sure what others do (Like the Pedestrian Weapon Ingenuity or Dodgeroll)
  • It seems like the Kaiju can eat lots of NPCs (which is awesome), but how many start on the map apart from the players?
  • How far do units move? I'm guessing equal to their die roll?
  • It looks like Pedestrians can use weapons, but I can't find any rules outlining what the weapons actually are.

However, the underlying idea is still really strong and the asymmetric focus is fantastic, so I think this just needs a bit of polish to be outstanding!

Really cool theme! Maybe I missed it, but how many Ghost Ships does the Environmental player get to start with?

Really cool theme (reminds me a lot of Dungeon Keeper meets the Bolshevik Revolution)! The combat seems like it could end up being quite swingy, and it's a bit hard to tell how many packs the Boss and Goblin player start with, but overall I quite like it!

Nice game! I like the astropunk theme the moodboard is showing for this, and would love to see even more unit customization options that help evoke that theme!

Absolutely love the ability category names, and the card use for resolving actions is really interesting!

This is an awesome theme, and I really like that you have a campaign/multigame element built in! It looks like the Hazard table might be missing an effect for a roll of 6?

Love that Golden Rule! Also a very big fan of the setup and mission options, and the unit upgrade variety is great.

I really like the format of the activation pools for rebels vs loyalists, and how the loyalist activation and attacking pools draw from the same resource (but is also typically slightly better than the roll a rebel gets on average thanks to being limited to 2-6).

Cool concept! I'm a little unsure of if you can play more than 3 cards to the top or bottom of your row, and if there are restrictions to what henchmen you can use based on what heist you're playing in, but the underlying idea and the card deck are neat!

Awesome! I really like the hidden movement rules and the variety of customization options for both players.

Cool design! It looks like there's a typo that refers to the Intruder as the Thief in the first paragraph of the Playing the Game section. Other than that, though, this is a really cool idea, and I really like the way the stealth system works!

This is really cool! Reminds me a lot of Zombicide, and I could see some really cool interactions if killed Survivors become Horde units, with Archetypes also having a different-yet-similar effect that's applied when the unit is killed and becomes a Horde unit.