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A jam submission

Tori Tussle, a Touhou TTRPGView project page

A touhou beat-em-up TTRPG
Submitted by Manwad — 1 day, 6 hours before the deadline
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Tori Tussle, a Touhou TTRPG's itch.io page

Results

CriteriaRankScore*Raw Score
Story / Writing#252.3963.429
Challenge#392.1303.048
Concept#442.9624.238
Gameplay#472.1963.143
Overall#482.3963.429
Visuals#482.5293.619
Use of Theme#502.0302.905
Audio / Music#510.8651.238

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Mannie and an anonymous artist

Streaming Permission

Yes

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Comments

Submitted(+1)

solo table top rpgs make me feel like a compiler. i am not a compiler i am aeon

the art is really good however and the rules made sense to me and were interesting. i like first in last out action stack resolution. i was not able to beat the game due to environment-related compile errors

Developer (1 edit)

Makes me so happy that someone fully grokked the reaction resolution. 

Thank you for playing!

Submitted(+1)

This was an amazing concept but I had a lot of trouble understanding the rules, setting it up, and playing the game. Overall I didn't notice many typos in the rulebook, but the wording made it difficult to comprehend and was vague at points. The order that concepts are presented does not seem to be very conducive to understanding, and I had to jump around a lot more than I have had to with other TTRPGs. I'm not sure I can give concrete advice on how to improve the organization of the rulebook, beyond a suggestion to consider how it reads to someone who is completely new to TTRPGs, or at least has only passing familiarity.

Examples of rules and explanations that I could not understand or struggled with:

* Reaction points and perfect points. The use of the word "point" immediately thinks of points as in score, rather than what it refers to in this case, which are the ranges at which reaction and no reaction happens. I think using a word other than "point," along with having explanatory diagrams, would fix this problem.

* The order that reactions happen and are resolved. I'm still not clear on whether the reaction happens fully before the attack that initiated it is finished, for example. The page that explains it also refers to it in terms of player and enemy; I think it would just be easier to refer to the attacking and "defending" party, then the same explanation would apply whether the player or enemy is attacking.  This is probably the part of the game I found the hardest to understand, and what I'm still the least clear on.

* The way wide attacks are described: "A Spell Card with Wide 1 will hit the space in front of you, and each space diagonally up and down from you in the same direction." A diagram would have helped, but I think just saying that it's above and below the space in front of you rather than diagonal from you would have made it clearer.

* There's nothing mentioned about what happens when a character gets hit with fling and would go off the edge of the playing field. When I did the Nitori fight I assumed they just stop at the edge of the playing field, without taking damage.

* Movement. The rulebook will say something like "The player can move X spaces..." but what is meant is "up to X spaces." This should be made explicit to avoid confusion.

I think the starter scenario is fine, and the writing for the story there is pretty good, but the boss fights felt kind of unbalanced. They seem to have been designed assuming two players (Aya and Utsuho); I'm not sure if either fight is even possible solo. This could have been improved perhaps by reducing the boss' HP if there's only one player. Even with two players, the bosses are extremely tough; Momiji in particular will just melt the Aya player within a few turns.

The enemies' patterns were confusing to me because they felt too vague to execute deterministically. There are situations where two or more options are possible according to the pattern, and the rulebook doesn't specify a method to use to decide on the enemy's action in that case. I just assumed it was chosen at random. The fights with the regular enemies seemed balanced much better.

I think this is overall a pretty good start for a simple TTRPG, but the rules need to be made more explicit on how various situations as handled, and the rulebook better organized, as well as some balancing done to the starter scenario.

Developer

Thank you for the extensive review and critiques!

Jam HostSubmitted(+1)

"You know..." Aya said to Utsuho. "I'm working on a bit of a project."
Still walking, Utsuho looked over at Aya. The trees were still, the only sounds the rushing water of the stream and distant birds chirping.
"A Touhou Project." The perimeter triggered, an alarm blares its klaxon.

There wasn't much opportunity for dialogue, but we still did a little bit of joking around. Some mechanics I'm also still not sure how they worked (projectiles and some other things like reaction or fling interactions didn't feel very thoroughly explained), but all of that considered, I think this was the most polished tabletop entry I've ever played. Having a physical board and tokens adds a lot to the rules, and the illustrations went the extra mile. As a tabletop game on it's own, I like the execution of a Touhou "beat-em-up" co-op game with a story scenario and would love to see it on the Tabletop Simulator workshop or something.

Developer(+1)

Thank you for playing, and I'm so glad you liked it!

Yeah, for the like, full version of this engine, de-coupling it from Touhou into a build-a-fighter type thing, the Fling and Reaction explanations will be cleaned up, and given full examples to help out weird scenarios.

Submitted(+2)

An incredibly clever concept, I love this so much. A touhou ttrpg is just genius, I love it!

Developer

Thank you! If you play it, I'll be thrilled to hear about how it went!

(+1)

Game with lots to take in, and lots to take into account, but fun nonetheless

There were multiple times I had to trace a dozen seconds back because I forgot about drops, or forgot a specific thing to do at the start of a round - but that's on me not being a tabletop person.

I'll just say that the Beat-M-Up emulation is fantastic. I also like the visual style of the rulebook, especially the portraits.

My favorite part is in the "Unscuffed" version. Never have I thought I'd see the tabletop counterpart of a bug lol.
The final boss had no action when a player was in Range 2 so "Maaaaybe the boss had to move to a row with no enemies-" Spoiler: next player turn she took 22 damage in one action. The balance pre-update was bonkers lol
Developer

Glad you had fun with it! And yeah, my artist killed it on the art! 

And the bugs, yeah, it was hilarious when I found 'em in the playtest. 

Submitted(+1)

I don't play table top games much nowadays but i felt this one was pretty good for something made in 3 days

it was a fun time

Developer(+1)

Glad you had fun with it!