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Thoughts on what excites you most about the Push engine?

A topic by Skip created Apr 16, 2022 Views: 161 Replies: 4
Viewing posts 1 to 5
Submitted(+1)

For me, it's the freedom of choosing all of the traits and mission prompts, that really lets me give a large narrative feel to my game while still having just enough crunch.

HostSubmitted

Can't answer that one myself, but I'm excited to see what other people think!

Submitted(+1)

In writing Underground, I was able to get from idea to publishable product in just a day or two. I credit that ease of development to the fairly structured template that’s provided and the very good instructional text in the SRD booklet itself. I really like that the Push SRD isn’t simply a set of rules – rather, it’s the rules plus deep advice on how to build a game using those rules.

I’m writing version 2.1 of my Heroic Tales SRD now, and I am going to wholeheartedly adopt this approach, even though it will take much longer to get out. I think it’ll just be so much more useful to the end game desginer.

Submitted(+2)

For me, it‘s the push-your-luck basic roll mechanic. You have to blame yourself for every failure.
I love it and plan to use it even in standard GM-driven games.
I’ll make those conditions hard, so there‘s a reason to go for full successes.

Submitted(+1)

While I was writing K Star Squad I could see how much simple and clean the Push Engine is . It's simple to create concepts to your games, you could navigate the matrix easily and give more flavor with compact imputs. The push-your-luck can be so much adaptative to a lot of genre.