Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Tourfaint

13
Posts
3
Following
A member registered Jun 09, 2020 · View creator page →

Recent community posts

I still think the GM side of the book needs work. After reading the book from cover to cover, I don't feel anymore ready to run a game. The player rules are clear, but the GM side, it boils down to "the conductor is very powerful and has a mysterious agenda" and a bunch of plot seeds full of mysterious mystery.

I don't know how much should I tell the players as a conductor, in one lore snippet the radio is a literal wallhack, telling where the enemies are, but in some the trespasses get ambushed. And the mechanics for creating a plot are also just 'vibes and mystery'.  Like, I know it's a mostly vibes and story kind of system, but give me something. How many scenes are appropriate, some example challenges. I can pick some random assortment of areas and some location appropriate enemies, but I have no instructions to actually glue it into a game.

Are you supposed to be able to clip through walls and go outside

How does Faded Glory/Aptitude work? Does it increase/decrease the max of a stat by only 1? If so, that seems really good for faded glory and bad for aptitude, since you can just pick a stat you don't care about for Faded, so its basically free BP's, and Aptitude makes you spend 3bp's just to raise a capped stat by one.

Gorgeous presentation, but i wish the gm section was a bit more concrete. I love the vibes and would love to make a one-shot or three in this but after reading the book i have no idea where to even start.

Random Australian feminists have nothing to do with it, they are convenient scapegoats at best. It's 100% because of payment processors that want to dictate morality for the world

So far i haven't been able to play more than 3 consecutive turn without some sort of a crash, but it does seem interesting.

(1 edit)

Ill try to get a screen shot tomorrow if I remember. Turn white is close enough, brightness goes up very fast until there's only an orange smear from the wall and white everywhere else. Later I found it wasn't 100% consistent to reproduce but definitely was connected to throwing the staff at the orange walls. But yeah, the game feels super fun so far, especially the gun that lets you place grindrails, you could make an entire game based just on that.
Edit: and of course as some universal laws demands, i have been completely unable to reproduce the glitch today. Well. bummer.

Tested on linux via Lutris, works fine, frames chug a bit but im literally playing on a toaster. Throwing the staff on the walls you can run along sometimes completely borks the lighting for a few seconds. Overall movement is fun,
kicking and jugglling dudes in the air is VERY fun.

feels weird that attack is bound to F instead of left mouse, but i guess left mouse is for aiming the staff throws? Dunno it felt kinda off till i got used to it.

Great so far, very promising.

It was very cool. fuck the spooky face that follows just in the corner of your vision tho.

If it's shut down, maybe post a transcript of possible answers somewhere, so the content is not completely lost?

The fact that the rotation level softlock is still not fixed despite being reported multiple times is kinda outrageous tbh. I was going for a 100% but i don't think i care enough to start over

The fact i instantly remembered this after playing it like 10 years ago says something.