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A topic by Gila RPGs created Dec 15, 2022 Views: 899 Replies: 23
Viewing posts 1 to 20
Developer

Catch a typo? This is the place for feedback. Keep it civil.

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p3 (numbered) / p8 (PDF): poured --> pored. Easy to miss for sure :)

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Pg 27:  Under Round, missing Deal Harm step in list of steps

Pg 75:  Last line should be "Time your travels wisely." instead of "Time you travels wisely."

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Realm Atlas, p80: "and new exactly" --> knew

Realm Atlas, p91: Comet Strike has effects listed as 3-5 and 5 instead of 3-5 and 6.

Realm Atlas, p96: "An abandoned post where survivors is somewhere to the south." Feels like a missing verb between survivors and is. "where survivors fled" maybe?

Realm Atlas, p104: "passed the guards." --> past

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Additional typo for Comet Strike (Realm Atlas, p91): Range is "2 or 3 Spaces" but seems like it should be "Same" based off the language of the comet ability.

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Seems like the cards for creatures on the Grim Coast got flipped around in two places. 

4. The boat house has text referencing Mercenaries, but the stats on the page are for a Skeleton. 

5. Graven Keep has text referencing Skeletons, but has a card with Mercenary stats.

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The Deathless Rune card for The Grim Coast reads "Their blood runes through your veins..." instead of "Their blood runs through your veins...""

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Pg. 3 at the end of Early History, the "they" in "they arrived" seems like it should be capitalized. 

Moved this across from Realm Questions as it is more feedback than questions.

FROSTDALE! 

I've got a bucket of feedback. Before I start, I enjoyed it - the theme was cool, and it was my first "one way clock". There were what seemed to be a bunch of errors however. This is what I can remember from the Stream

POINT 4 (ABANDONED ALTAR) - there's no details of the fight for the DELVE beyond the enemy card.

POINT 6 (ECLIPSE WOODS) - Ran into several issues here.

  • The terrain in the Required fight seems to make no sense - permanent terrain basically blocks you and the enemies in. We removed some (the permanent terrain at B3 and C4), just so that everyone could move about. The Scout at A3 can;t move, and nor can the engraved! Even with that we ended up in a weird situation where the only place for the scout to move and attack was their own trap. 
  • The status of the required fight is unclear -Is the intention that you have to fight it as soon as you enter the point, or only if you want to access the other actions?
  • It's not entirely clear if the Fight is meant to get reset when you die/Rest? Given its only purpose seems to be to set up the second Fight, it felt odd that you could theoretically do it multiple times by resting/dying - and that if it's not "optional" (in that you can move on rather than face it) you have to do it every time you come through point 6, even if the camp has already been raided.
  • I'm not sure how intentional it was, but the cramped environment in the Camp fight meant I was immediately trapped in the bottom corner by the soldiers blockading B4. This might be operating as intending, mind. I managed to take them out thanks to a combo of Bottled Blizzard and Great Axe combo but it was very close.
  • Finally (and this is a taste point rather than a "bug"), the Callers are very odd enemies. The fact they don't have an ADJACENT action meant they couldn't inflict Harm particularly, but they are annoying to kill. The one in the first fight worked... okay? But given how cramped that fight was it was an easy matter to run up to the caller and the scouts and just prevent them doing any damage because their minimum range is 2. In the second fight, it was also notable that the blizzard ability penalised the soldiers as well as the engraved - making the caller a liability to their own side

POINT 7 (STORM GIANT) - This was a cool fight, very different to the previous two Realm Lords. It had the feel of a boss fight which was very cool. Some other things that came up however were:

  • On a 6, the Storm Giant does Freeze and Smash, but there's no indication of which columns it smashes. We just assumed it was a mispring and ignored the smash which might not have been intended. 
  • I wasn't entirely certain on the timing of the powers so went back to the rulebook. My assumption is that SMASH and THUNDER are "harm causing actions" meaning they take place during the Harm phase of combat, and that FREEZE is meant to take place before the Engraved moves. It might be worth making this more expicit.
  • Finally, I got hit by FREEZE twice in row 2 while stood in front of the Storm Giant and it wasn;t clear what to do - given the Storm Giant is permanent terrain. I think in retrospect that the wording "moved one row closer to the Storm Lord, if possible" implies I should have stayed where I was (as the Storm Giant spaces are permanent terrain) but the engraved can't stand on Permanent Terrain so... is there an optimal response? Given the fight is all about positioning it felt odd to just stand on the permanent terrain and keep whaling on the storm giant.

CARDS:The card for Sun's Wrath appears to have a typo in that there is a "3 - Move 1, Harm 1" entry and a "3-4 Move 3, Harm 1" entry. 

Also - purely another taste point rather than bug - the Storm Rune seems very potent. I've not got a huge number of runes to compare it to but 5 damage once a fight to everyone on difficult terrain feels super potent.

Regardless of the bugs, I had a lot of fun with the realm. The most fun fight was probably the Rime Knight on the drawbridge which presented a meaty tactical puzzle and again ended in a fun "both of us go over the side of the bridge but I get the item" climax.

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Realm Atlas (Frostdale): Pg. 58 states there are no additional effects from death outside of resurrecting at the Sigil with full health and unmarking fights. This conflicts with the realm sheet (Pg. 76), which states you should also mark the Storm Clock on death.

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Page 29 of the RUNE core book under determining Engraved Actions, the second rule switches from "You" to "I" when giving the example of assigning Stamina dice. 

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Realm Atlas (Draco Lands), Pg. 23: The Dragon Knight starts on a square designated as permanent terrain (B2). Guessing permanent terrain was meant to be "B3-C3" instead of "B2-C3".

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Realm Atlas (Fell Woods), Pg. 42: In the 1st fights flavor text, "flea" should be "flee".

Pg. 49: Fight includes Stalker, but card for Smasher is included instead.

Pg. 52:  "You may claim your run" should be "rune".

Pg. 53: Not a big deal, but none of the additional non-runelord foes for the battle are included in this section. Might be nice to add them for ease of reference.

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Realm Atlas (Iron Vale), Pg. 104: For the 2nd fight, one of the Slayers starts on permanent terrain (B2).

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  • Realm Atlas, p.104: Delve affects Drau at point 10, but there are no Drau at point 10.
  • Realm Atlas, p.127: Zed Point 5 described as being on the eastern coast, but the map shows it on the western.
  • Realm Atlas, pp.127-130: Without a way to rest on Zed's northern island (Points 5-7) and reset the Fight at Point 5 to gather more souls (or die), one can potentially become permanently stuck there. I assume this is not a feature.
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Rule Book, p.27: The first paragraph lists the steps of a combat round, but it omits off the final (fifth) step - "Deal harm and complete other actions".

HOLLOW!

Flavour wise this was excellent, and the (relative) lack of fights, with all but one being single-opponent, was a breath of fresh air. One of the things we really appreciated was the LEARN actions providing hints about where to go - the Church leading to the Observatory and the Observatory leading to the Crater in particular.

Church of Stars (point 4)

The Protovoid Fight was a bit frustrating; the Blink power was punishing for the combo I was using (Drake Talon and Engulfing Flame spell have 1 move between them) but knowing that you could escape or just die and come back with a different weapon set mitigated that a little... or they would have if I hadn't been very worried about wasting actions given the limited Realm Clock. In the end I only won the fight by using the Draco rune when the thing teleported from A4 to D1 and I'd had enough of slowly walking towards it.

Observatory (Point 5)

Likewise the fight in the Observatory was fascinating, but luring the Azure Comet fellow round the permanent terrain until I was ready to rush in and beat it to death lead to a certain amount of lurking in a corner while it healed itself. I don't know if it's intentional, but Azure, First Sign has a major weakness; once you are adjacent to it, it can't hurt you. As long as you generate at least 1 Move each turn you can *stay* adjacent to it thus preventing it attacking (as it only attacks at range 2 and 3, and only has Move 1).

Comet Strike Spell

The Comet Strike spell appears to have a typo - the dice ranges for it's powers are 3-5 and 5.

Anfel

The limited clock added real tension. We we picked up the Void Blessing we had some serious decisions about whether to duck back  to get the boon or push on and explore points 6 and 7. Unfortunately the tension was a bit undone when we discovered that if Anfel beats you, you have another six segment clock. But Anfel didn't beat us so that was fine.

The Anfel fight unfortunately just didn't seem to work. There's a few things about it. Just to be clear before I start, it was conceptually fun and captured a real spirit of a Final Fantasy boss battle complete with choral music and lots of expensive SFX

  1. We couldn't see an indication about when Anfel changes phase. We assumed it was when we defeated him in Phase 1.
  2. In Phase 1, Anfel's only Move is on the action that causes him to do harm at Adjacent range. His other direct Harm action only works are Range 2 and he has no Move to go with it. So he moves to Adjacent range on a 1-2... and then can't do damage with his 3-4 unless the Engraved is retreating. 
  3. Because the two Phase 1 basic attacking actions are at different ranges, it's hard to see what the intention is with Prophecy. If you rolled 1-2 and 3-4, then presumably Anfel the only way he can complete both actions is if he is already at range - attack at Range 2, then move to Adjacent range. If he's already Adjacent, he can;t use his second attack action.
  4. Comet works fine and was fun the one time it went off.
  5. In Phase 2, Anfel has no movement. Consequently we just stayed adjacent and beat him to death, blocking occasionally when he did Meteor or his (cool) Range: ALL attack. His basic attack action at Range:2 won't work on adjacent or same targets.
  6. Corruption creates hazards that trigger if the Engraved moves into them - and this would be really exciting if not for the Anfel's lack of movement. Because the enemy just stayed where he was, we didn't need to move, so even when he creates hazards in the space the Engraved is stood in, it doesn't do anything.
  7. The shape of the fight seemed cool, but it didn't seem to work in practice which was a real shame.

Summary

The realm was great, bursting with falvour that really put me in mind of the old 4e D&D evil stars (one of my favourite bits of 4e), with a nice cosmic horror-without-tentacles feel, but i felt the Rune Lord fight let it down a little.

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The -1 move penalty from the dying curse in Grim Coast feels really harsh because with the limited starting gear you have it can result in frequent cases where combat results in auto-fail. Basically unless you are using the axe (where you have to have dice roll where you can use a 4) you are limited to movement 1, so essentially you are inert. Meanwhile there isn’t a single fight that doesn’t have an enemy where the range is “same”, meaning they will try to move to the same tile as you. Since you don’t have any equipment that can do damage to same, this means you are dead without recourse. I think this is kind of exciting occasionally, but the problem is the curse distribution of 1-3 i.e. 50% chance of getting that penalty. I just went through a situation where I rolled a -1 move curse five times in a row, and it got pretty tedious not having much of a chance to succeed in combat, which is already pretty tricky even without the curse. I think it would be better to have a different distribution, where the move penalty only comes up on a 1 or a 1 and a 2 maybe.

Actually looking over the starting equipment more, I see this is more an issue with sling builds than anything else. However it does make for a rough first impression if you go that route.

I'm not seeing how to download the resources file! I only see the two versions of the rulebook and the realm atlas. Am I missing something?

Developer

It's listed as a demo on the game page

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Perfect! Thank you! I'm excited to jump in and finally play it tonight!

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Saw this typo on pg. 100 of Realm Atlas 1.1

No typo but revisiting the final book after beta testing and I love that you've included the enemy stat blocks with each location rather than an index reference. I may try to revise my own realm to match this style.!