Skip to main content

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

Ursidae

22
Posts
17
Followers
72
Following
A member registered Jun 14, 2022 · View creator page →

Creator of

Recent community posts

yeah i love the quill as an item 

the gilded chalice (flagon? cup? don't remember) was also great 

I mean having to much stuff and needing more space is a good problem to have

and you're right, not an easy problem to solve with the tower, not really an issue 

Looking forward to the expanded version or you're next work!

Really packed and cool adventure that can provide a lot of play for the size!


What I thought worked well

  • There's a lot of neat stuff here, from rumours that add character to procedural rooms to a table of enemies and abilities and treasures! 
  • I like the beads and how they can appear, really feels no two games will be the same even regarding beads
  • Clocks!


What I think could be improved

  • Some formatting issues made the dense contents a little hard to navigate I think (missing table title for treasures referenced, I think Step 2 refers to Step 1 when talking about beads, etc)
  • I understand why but starting at the top of the tower when reading the rooms felt odd, feels more natural to follow the path the players are likely to follow.
  • Some hazards were less clear than others, like the quill writing a secret, why would it affect the clock and when? Or the blinding light, is 1 round such a detriment? No big issues though!

Overall I really like it and it's definitely packed with gems!

Really packed and cool adventure that can provide a lot of play for the size!


What I thought worked well

  • There's a lot of neat stuff here, from rumours that add character to procedural rooms to a table of enemies and abilities and treasures! 
  • I like the beads and how they can appear, really feels no two games will be the same even regarding beads
  • Clocks!


What I think could be improved

  • Some formatting issues made the dense contents a little hard to navigate I think (missing table title for treasures referenced, I think Step 2 refers to Step 1 when talking about beads, etc)
  • I understand why but starting at the top of the tower when reading the rooms felt odd, feels more natural to follow the path the players are likely to follow.
  • Some hazards were less clear than others, like the quill writing a secret, why would it affect the clock and when? Or the blinding light, is 1 round such a detriment? No big issues though!

Overall I really like it and it's definitely packed with gems!

Wow thanks for such kind words! What a compliment 🙏 Glad you enjoyed it!

I mean that's absolutely an optional rule I condone but don't endorse 😂

Thanks so much! Hope you enjoy it!

(1 edit)

Oh nice, they makes sense!


I just mean the two sets felt quite unrelated and didn't interact in any way I could see.


Could have been a detail like "Tome of Hidden Magic - Empatic Bond - enhances empathy" or an item like "Alairs favorite toy - showing this to Alair helps with empathy"


It's really minor, maybe I missed something like this, but I felt this would be neat! Still love the two sets and I think they work well together!


If I'm misunderstanding something related to Trophy you can disregard the thought ofc 😅

Super thematic and creative scenario. Love how sorrow turns someone into ooze.

I quickly read the Trophy system SRD to better judge this

Can't say too much since I'm not familiar with Trophy

What i thought worked

  • The setup is interesting and a great way to create a dramatic tragic scenario, felt in tone with other Trophy adventures I browsed 
  • I like the two paths, it's like two mini scenarios they could overlap
  • Great cover


What i think could improve

  • It would be neat to include a way in which both scenarios overlapped. At the moment they're wholely separate. Of course the table can always improvise they buy could be nice with a connection.

Super thematic and creative scenario. Love how sorrow turns someone into ooze.

I quickly read the Trophy system SRD to better judge this

Can't say too much since I'm not familiar with Trophy

What i thought worked

  • The setup is interesting and a great way to create a dramatic tragic scenario, felt in tone with other Trophy adventures I browsed 
  • I like the two paths, it's like two mini scenarios they could overlap
  • Great cover


What i think could improve

  • It would be neat to include a way in which both scenarios overlapped. At the moment they're wholely separate. Of course the table can always improvise they buy could be nice with a connection.

Thanks so much! 🙏 

Oh yeah this would really benefit from expansion! 


I mean it took me a while to understand when the creatures appear to the PCs, if they can just see them or they emerge when they arrive at a location. I think I figured it out but it was looking around a bit too understand how the encounters would come about

(1 edit)

Meaty and very bloody with cool mechanics and a lot of content! 

I haven't read Draw Steel but have watched the launch actual play so have an idea of it's philosophy and mechanics

What I thought worked well

  • The blood mechanic is thematic and interesting 
  • The creature designs are awesome, I love the Choreogradaver and Wolfspider!
  • Nice ending choice with cool rewards 
  • I love the little detail of the moon and the cover earns it's realestate!

What I thought could be improved

  • Maybe it's my lack of familiarity with Draw Steel or some ttrpg design conventions but it took me a while to understand how the creatures "appeared". Once I got it it clicked into place though, but a small description could have helped 
  • I would have liked perhaps a bit of a smaller map and a bit more space for environmental elements like the soggy wood panels

Meaty and very bloody with cool mechanics and a lot of content! 

I haven't read Draw Steel but have watched the launch actual play so have an idea of it's philosophy and mechanics

What I thought worked well

  • The blood mechanic is thematic and interesting 
  • The creature designs are awesome, I love the Choreogradaver and Wolfspider!
  • Nice ending choice with cool rewards 
  • I love the little detail of the moon and the cover earns it's realestate!

What I thought could be improved

  • Maybe it's my lack of familiarity with Draw Steel or some ttrpg design conventions but it took me a while to understand how the creatures "appeared". Once I got it it clicked into place though, but a small description could have helped 
  • I would have liked perhaps a bit of a smaller map and a bit more space for environmental elements like the soggy wood panels

Love the concept, very much my type of setup, grounded with a layer of existential horror. 


What I thought worked well 

  • Concept is neat , first page hooked me
  • Very open and agnostic, can use it for almost any game, like that
  • Simple yet with a lot of potential, was already visualising all the chaos in the huge space

What I thought could be improved

  • I lacked a bit of the hymn after the first page. It kind of ends there and then it's just rooms and some minor events. Was hoping for outcomes or effects of the hymn at least
  • Lacked the sense of a big crowd and ongoing sermon throughout, could have been nice to add some reinforcement because the idea is great
  • The text on dark grey is not very accessible and felt hard to read

Love the concept, very much my type of setup, grounded with a layer of existential horror. 


What I thought worked well 

  • Concept is neat , first page hooked me
  • Very open and agnostic, can use it for almost any game, like that
  • Simple yet with a lot of potential, was already visualising all the chaos in the huge space

What I thought could be improved

  • I lacked a bit of the hymn after the first page. It kind of ends there and then it's just rooms and some minor events. Was hoping for outcomes or effects of the hymn at least
  • Lacked the sense of a big crowd and ongoing sermon throughout, could have been nice to add some reinforcement because the idea is great
  • The text on dark grey is not very accessible and felt hard to read
(2 edits)

Fantastic tight game, very ambitious and dripping in vibes. Loved it


What I thought worked wel

  • Efficient and to the point without losing theme, major vibes and point of view
  • Very interesting mechanics, but need to try it to get a real feel
  • I love the mix of more contemporary events with the past
  • It's a whole ttrpg system!

What I thought could be improved

  • I feel the ambition has a cost, it's very dense took a few rereads to get everything
  • I almost wanted at least another layer somehow, but this it because it's so cool i want more
  • Not factoring into rating but i wasn't able to select search text, not sure if just me but it not it's a heads up

Exactly! I contemplated going for the classic worm meaning to be snake, salamander or dragon, but nothing felt more vile and original than actual slimy worms!

Thanks so much for the kind words! 🙏

Thanks so much! 🙏

Oh yeah it totally felt 70s. I was getting 1870s vibes 😅

Really focused and interesting drama, really up my alley!


What I think worked well

  • The setup is great and clear from the start
  • The writing is good, easy to read
  • Has laters with a B "plot" that makes things interesting
  • I love how the resolutions are more social

What i think could be improved

  • The styling felt a bit anachronistic, felt it would work a bit better diving into the theme,l; serif, maybe more texture graphics
  • The map while effective felt a bit out of place. Could have been a bit better incorporated into the document

Enjoyable with a neat scifantasy premise, I liked it!

What i think worked well

  • Efficient word usage
  • Purp mutations are neat
  • Old school with lies and general lethality
  • I like the mix of classic dungeon trappings with sci-fi

What i think could improve

  • Sometimes text is too efficient, was tricky to read sometimes
  • Lack more styling, while functional, felt like a missed opportunity
  • The mother and the dungeon could do with a bit more fleshing out

Already have feedback so here I'll just say it's such a fun and snappy solo game with a lot of open ended  outcomes and a desperate and suspicious tone. I'm particularly a fan of the Schrödingers character where's until the end you could be one or the other, adding to the tension and uncertainty of it all. 

Also bonus for bring a solo rpg that can be tested easily!

(1 edit)

This is so creative and fun the concept alone is already great, but then reading it has so many little touches that make it even better.


What I loved

  • The idea of entering a creature means this can appear anywhere and function as a one shot or a side adventure or a main adventure. Also imagine a slug inside a slug. 
  • The details like the Goblin with the boots, Elgar living inside a cosy hut, it being able to control the slug elevates this further. 
  • A lot of content for a small package
  • Adorable sketches, cutest slug and two anuses!

What I think could be improved

  • Although some key elements are bold, some like the hook worms are not, so I lost it when i was scanning
  • I would have loved a bit more description on the goblin, since Alara and Elgar get so much
  • A few line breaks could have made us a bit easier on the eyes. I know it's though with the limited space though
  • Even though it's a lot of content, I wonder if slightly fewer rooms could help with a bit more space to flesh out some of the existing rooms

With that said I thought it was great and definitely going to use it in future! 🐌