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A member registered Dec 14, 2018 · View creator page →

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I have a printer friendly version but can't add it during the jam! :)

Might be good to have some guidelines on this somewhere in there! It's not immediately clear how the Warden is intended to handle the practical side of things. Thanks for the explanation!

Oh, I don't mean any sort of philosophical discussion. I mean, literally, how does Annie ask for a fear save from a mechanical standpoint?

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It was specifically this line where my head spun: "Order intel nets the Crew the Sons’ pre-planned path–A5 to E1 (Warden’s Discretion, see interior map)–and the rival zones (give players the Snag Map)." Very technical and dense for the first lines a reader will see.

Makes sense that things eased off when I got to the actual adventure part and it made a lot more sense then!

The adorable pixel art reminds me a bit of Boss Monster. Overall I'm a sucker for the kind of "one page RPG" format/style that's essentially just a collection of fun roleplay prompts.

The graphic design on this is phenomenal. I love how dopey 467 looks. The bright pastel colours and simple shapes make it feel like that awful corporate stock artstyle, in a good way.

The flair for the dramatic is the best part of this adventure: "WHO AM i TO JUDGE" and "ANNIE LOVES ME" scrawled all over the walls in blood. A nanobot swarm shrieking "Long live the new flesh!" The fact that the Warden is meant to be in-character as Annie throughout. Not the most original idea for an adventure but it's executed so well.

The diegetic Warden -- are there any guidelines for making this work effectively, especially when you start getting into the technical mechanical details like hit points and body saves and whatnot?

Extremely clean and precise throughout. I like the concept and the execution alike.

The technical writing style made me bounce off this one at first but as I went through it I liked it more and more. A standout part of this adventure is the tile-based chase scene at the end. I liked the design a lot.

Makes an excellent first impression with the visual design. Watch out for typos though; they are extremely frequent, practically one per sentence. I think a pass for editing would help. The comma splices are really distracting in particular.

The graphic design of this is a real standout. I love the FTL-inspired ship layout diagram.

Really creative interpretation of the theme. I feel a lot of the science fiction stuff is kind of tacked on -- the only thing that distinguishes the boss character from a modern day boss is the fact that he has a laser rifle. Kind of depressing how accurate it is to 2022's workplaces actually lol.

Really great. Nice to have an adventure that is extremely focused on one unique experience. This isn't a sprawling open-world sandbox, this is tight, controlled, and specific.

I think some things I might have appreciated are some examples of how the factions might interact, and some potential outcomes of scenarios. The fact that it's system agnostic leaves a lot up to the GM!

The "sanitation professional" comes with a scoop and a roll of doggy bags, I assume?

I think one assumption of this adventure that you may not have noted in the assumptions section is that there is only one player, controlling a preset character.

The portrait of Dhouki looks like an AI-twisted Paddington. Is that intentional? :)

I really love the whole concept behind ComSats buried in satellites. I think it's a bit confusing where the two ComSats have come from; I saw one introduced clearly but didn't catch the introduction of the second one. Love how it tracks the progress of each faction, good mechanic.

The lore is the best part. How much of the lore is from Cepheus and how much did you invent for this adventure? :)

My favourite part of this is right at the beginning when it suggests, if the players are sensitive about harm to dogs, to use a crocodile instead. Brilliant.

Hey, fascinating to see someone discover this game I made years ago. You nailed it! You reached the end (all the endings are fairly sad) and did way better than most people! :)

Thanks for the kind words!

The report is linked in the game!

Delightful. Great inspiration for a game. Much healthier than stabbing each other with Swords of Understanding.

Really appreciate it!

Thanks a lot! :)

Thanks! I hoped that it would get people to leave with these sorts of questions. What's the relationship between us and the characters we create for ourselves? How much of them is a part of us and how much of them is disposable?

Thanks!

You're not the first to say they enjoyed the repetition! I don't know what it is, but it seems to really click with some people.

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Yeah I've updated it. If a player selects a nonbinary character, they will get a crash at a certain point. Nobody has yet found this bug (I was able to deduce its existence from a player whose character was misgendered) luckily, but I wanted to fix it ASAP.

Relatedly -- just found evidence of a potential game-breaking bug. Do I still have the option to update it to fix this bug, or should I leave it?

This is a really beautiful game. I appreciate the small scale of the story.

I had a similar issue -- completed my game well within the four hours mark, but each time I compiled it, the error remained. Turns out I was saving a previous version instead of the updated version. Fixing that took me over the four hour limit, but for all intents and purposes the game was 100% complete within time! :)

I enjoyed this a lot! It looks and feels good to play in the way it is presented. I would have expected, given its simplicity, that there would be some representation of the battleship board itself, rather than selecting from a list of pure text, but I understand the limitations of putting a game together in only four hours.

I liked Death and I wished there were more options to show respect to him rather than challenge him.

I did win the game, and I loved the message at the end where the character manages to give death itself pause to reflect.

Great little game, well done! I achieved every achievement over four runs. I liked the stress of the diminishing candle, the hints at greater forces at play, the references to Wizard of Oz (I assume), and the spitefulness of the trickster god.

The language throughout dances and dazzles.

I think it's too easy to win -- on my second run I searched through the rubble, angered the river goddess, and picked a flower, but still had enough time to defeat the spirit.

Cheers! Wanted to do a fun little bait and switch.

Thanks!