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I enjoyed giving this a shot. I ran into a similar issue to JetDungeonDragon, in that it's relatively easy to break combat. I had some slight questions: namely, with the merchant, it tells you to roll a 2d6 despite only giving 6 options total. I sort of assumed it was a type for 1d6, so I just went with that.

I think having more variety in events could have made this  really special: I think solo games work best as a way for the player to build this character they create in their mind, make some sort of story out of it, and that just doesn't really happen here. 

Mechanically, the central loop of it all makes sense, and works well. I commend you for making a game like this general within the timeframe.

Would absolutely love to see this expanded on, maybe given a bit more variety in encounters if possible, things like that. Still, I think you did something neat here. Good job!

Thankyou very much :) That is indeed a typo on the merchant table. I'm currently playtesting the revised version and the main change I have made is that Weapons no longer explode at 0 HP, they are just disabled and can be repaired. It fixes most of the problems with combat.

As for the events, the original idea I had in mind was to have 52 unique events that could be triggered by drawing from a deck of cards. Perhaps even 52 per Area type... As I knew I could not write 52 good events before the deadline I chose not to attempt this system. But I may do this for an "advanced" version of the game when I have the time.

Thanks for the feedback  :)