Skip to main content

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

WatcherDM

168
Posts
19
Topics
617
Followers
309
Following
A member registered Apr 08, 2021 · View creator page →

Creator of

Recent community posts

Sweet, thanks. Glad you like it.

Oh wow, thanks so much. I was super inspired by your work. Can’t wait to play some and excited for the Kickstarter shipping!

I played this class and had a blast. Pretended I was a scientist and just got more and more murderous as the game went on. Very fun mind set. At adventure’s end I took the identity of one of the NPCs that didn’t survive, like a hermit crab for documents.

These are truly amazing. Thanks for sharing them with the world.

Thanks! Yeah I was imagining the eyeball is from an AI titan of the last last age, the collapse before the collapse, and crawling around inside an eyeball dungeon sounded fun to me :D

Yeah, let me know if there are any adjustments needed. TBH I did the same thing and ended up just making my own, so now we are here.

Hey, love this. I used it to run a bit of solo fun. Great work.

I’m pretty sure lex came up with them all.

If I’m being honest, I sort by Most Karma and rate from the top. That way those who are doing active rating are getting their return.

Top tier. No notes.

Astounding.

Incredible work. Very cool ideas throughout. Impressive design, art, and cartography elevate the already solid text. Bravo.

Cool thanks, glad you like it. Yeah that alternate entrance for the hen house is in case your part decides to climb the outside of the mountain, they can technically go all the way to the top and climb in through the horn as well, though I think that may not have made it into the image (or the text).

This is neat. Its a cool little pocket dimension generator thing. I like it. I think the writing could benefit from a bit more specificity, but all told this looks fun to run. Great job.

This has some amazing ideas in it. Well thought out. Very difficult to read at 100%, font was just too small. Art and writing both super solid.

Yeah, I’m looking at one that is 20 pages long, pretty sure its not an a6. I’ll keep an eye out though. Do love me a pocket mod!

Nice work, this slaps.

Great entry, really solid. The faux distressing really hurts readability on page 3. I love the evocative writing here though, super on theme.

Master-class in design here. Bravo.

Thank you so much for the kind words.

Thanks for checking it out, I am considering expanding it after the Jam a bit. I think it could be really fun to flesh out the NPCs and add some more interesting treasure and traps. Also speccing out the mountains on the way would be a fun add.

Yeah I originally had planned to map the zodiac speakers to some classic monster stat blocks but I wanted to try my hand at making knave stats that would do the thing. A fun exercise, but would be super fun to replace them with minotaur, centaur, giant snake etc. Thanks for reading.

Good call out, the curse of tiny format strikes again. Thanks for checking it out.

Really cool entry, had a lot of fun generating tower rooms. Found the “mork borg” style layout a little difficult to use but it added a lot to the visuals of the work. While evocative some of the entries would benefit from more support. Great work.

Cool ideas, would be elevated by some art. Lots of proper names which I think hits the theme well but makes it harder to run. Well done. Really interesting use of icons.

This is good entry. Well done. You nailed the theme and delivered something unique.

I’ve downloaded one of the entries, and it exceeds the entry limit by many pages. I will personally ignore it and move on, but I wanted to see what others are doing in this situation.

Also, I’ve changed Thunder Speakers of Buzhou to PWYW for the rating period. Cheers

Thank you so much!

Hey thanks! We had a fun idea based on the theme, I’m glad it worked out.

This is hilarious as I didn’t see this until after sending the keys to the different judges individually through the links provided on front page of the jam (which your link doesn’t work by the way). So I will send you all of them via email.

Wow, cool. Thanks. I’m glad you think so, I felt like it was the only way I was going to get everything in at a readable font size. I really admire your submission, I aspire to deliver at the quality you do. Very humbled, thank you.

Hey thanks! I appreciate you taking a look at it. I admire your work.

dude let’s play!

Hey thanks for the kind words. I’d appreciate it if you sent critical feedback privately.

No surprises here, this is stunning. Too bad there isn’t a six on all the ratings.

Whoa man. Actual chills. This has been one of the more evocative things I’ve read all month. Well done. I had a couple issues with some layout choices, but overall a super solid showing. Can’t wait to terrify my players with this one.

Thanks for checking it out, you get it! Exactly what I was going for, I’m glad you like the idea.

(1 edit)

Yeah, no worries. So the Random Encounters section lists which cards become blank on defeat. King, Queen, Jack, and Nine can all become blank. Turning blank is explicitly stated in the rule for each territory when it happens (except queens). All other cards retain their effects. Also, you have to defeat those cards (or activate them in the case of Queen and Jack) as they can be flipped remotely by map, oracle, or mountain climbing and in the case of Jacks, there are special rules per wonder. For instance, the Garden of Plenty only goes blank when the party rolls a one or two on a spoil check, and the vault only when it has been opened with the vault key and looted. The oracle never goes blank, nor does the Twisting Pyramid.

Grinding does require that you move and come back, think of it as restocking the dungeon. You have hunted the beast in its homeland and need to clear the area so they have time to repopulate. The rules for this are in the play procedures; each turn, the party token must be moved, unless prevented by a hard land.

Megabeasts are actually once per game, per beast, as each Megabeast is a different creature with a different Weapon of Legend in its hoard. This allows each of the four players to collect the weapons needed to defeat the end beast. Also, it’s super satisfying to go back to each of the lairs with your specialist (suited character) yolked out with Elven Cloak, maybe a holy rod and a spell book to really add some dice to that encounter and mission impossible the treasure out from under them. Also worth noting here, you cannot kill a Megabeast, they are too large and powerful for that. This is why magic swords and weapons of legend provide no bonus there. The idea is you are robbing their hoard.

Hey, thanks for writing! I’m happy to answer some of your questions. First: yes, playing solo is very dangerous and 7s and up are considered deadly without the right equipment. The solution in the core game (RAW) is to prioritize carrying a compass, but if it breaks you would be dead. We also have 2 house rule solutions that can work pretty well:

  1. Every day spent lost in the hardlands, reduce the difficulty of the hardland by 1. So you will spend at least 2 days in an 8 and 1 day in a 7 lost, but eventually, if you have enough supplies and few enough injuries, you will escape.

  2. Easy mode: every day spent in the hard lands add a bonus die. This basically makes it very unlikely to spend more than 1 or 2 days in a hard land and works well if you want to have a game where you are more continuously exploring.

Supplies are used to tend your wounds in that if you are injured, you require additional supplies. You are correct that there are only a few ways to heal injuries, though you have ignored the oracle (Jack of Clubs) who offers healing. Also, the Holy Rod technically allows you to remove an injury from one player, by adding an injury to yourself. So its not really healing in the traditional sense. It is the intention of the design that you do exploration loops, each time you come back to town you get an opportunity to purchase a random magic item, and the need to choose whether you will stock up on supplies or spend your treasure another way is one of the critical strategic anchors in the game.

It’s also worth noting that as you get more powerful and flip more cards you become better able to venture farther. Knowing where beasties and hardlands are so can avoid them, or knowing where goodlands are so you can resupply on the way can be the difference between dying on a run or ridding the realm of the unearthed evil, or even, the end beast! Scouring the land for the weapons of legend and using maps to reveal difficult to reach sections all play into the fun. You should also remember that the beasties and the good lands are always there, so once you are equipped to defeat a beastie, or find a weak one (a 3 of your suit for example) farming it for treasure is a good way to prepare for an deeper expedition into the wilds.

Once you have acquired enough power and magic you will not need to return home as frequently, or at all. But then once you have acquired the last quest, you can not return home without facing the end beast. So you will have to rely on the second town for healing services, and then only if you have defeated the City of Thieves.

As you can tell, I love this game so much. I could talk about it for hours lol. You might be excited to know I just commissioned a bunch of new human-made art to fill a new version of it for a print run and an expanded edition. We will be packing in lots of optional rules, house rules, fun alternate play styles, and all kinds of fun in the upcoming release, so check back. In the mean time we wrote a blog post about doing QuestDiving to add under sea exploration to your QuestCrawl game: https://watcherdm.com/2025/04/08/questcrawl-underwater-rules/