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This is so well written and thought-through! The roll-under with success on a 1 or 2 is really interesting. What made you decide on that as a system? It makes a bunch of intuitive sense, but is quite unusual since many people think big number = good.

It's really nice to see more and more games include a section on the role of the GM. It makes the hobby so much more welcoming to new people, especially when (like you) designers emphasise the wonderful concept of failing forward.

I also love that the core conceit of body swapping doesn't stop at the initial framing of the game, but can happen in-play, too. That's a lot of fun.

But really, it's super impressive!

(+1)

Thank you so much for the comment! I wanted to do something where the dice change as the difficulty changes. Initially, I made it so you're trying to roll one of the two highest values (ie 5 or 6 on a d6, 7 or 8 on a d8 and so on), but then I got some feedback that it may just be easier to make it 1 or 2 across the board, since it's statistically the same and easier to remember. So I went with that and it worked pretty well when I tested it, even though I was worried it might be confusing. 

Thanks for checking the game out!

That makes a lot of sense about the result staying constant even when the dice change. Very neat.