Hi! I've stopped by your game by pure luck, and what a wonderfull surprise! :D
This game has wonderfull desing in just one page, with the power to tell compelling and comunity stories in a solarpunky style. Really nice work!! :)
Hi there!
I just wanted to thank you for the jam. I often use them to advance my projects in order to get some out to the public and improve my skills.
But I've felt like the ratings are a bit unfair if they only have themes. Something like edition, mechanics, themes, writing and something like that would feel more right. Rating a handfull of games, just putting stars to the jam's themes and not comments or reasons, doesn't give any feedback or constructive criticism to keep getting better at what we love.
I'm not ranting about my score, as I just keep doing jams to put my ideas into action. But in the end, the rating days just gave me nearly nothing about my work, and I had to make more explicit comments to each project to express my thoughts.
Looking forward to next year. :)
Hello again! I did a quick review for Magic Cats as I did for Chaoscape :)
- After reading the whole game, I think it's perfect to play with kids before sleeping time, instead of reading a bedtime story. Just a kid wandering the city encountering adventure and magic cats. Pretty lovely.
- I've wondered if all the tables can be placed in a single or two pages, to have a quick reference. Also, the starry background is awesome, although darkening it a bit will make the text pop up and make it more readable. Big fan of the magenta colored titles, by the way.
There is nothing more to say. The game is chill, has wonder, adventure and lots of supernatural cats. Good job! :D
Hi there! Instead of simply clicking stars in the rating, I'd love to give some feedback about your work. We invest lots of hours in this projects, so just a thumbs up or down is a bit unfair.
- First of all, great project. The theme of the sea serpents is quite fresh, not the typical vampire. The tarot cards are unique and I loved the pieces of text like the transformation, the previous life or the weaknesses of those serpents. :)
- Then, I cannot help to think that your game has lots and lots of content, maybe a bit too much. Is it really necessary a combat system with weapons and ranges? I picture games like this to be plotting and subterfuge, and the action scenes, quick and decissive (like your skill rolls). There's people out there that seem to NEED combat frameworks in their games, so it's not a critique, just a thought.
- Speaking of systems, I've worked your maths, and they look pretty good. I think it's pretty easy to pass a test when you have the ammount of dice, but those mechanics of discarding cards or activating them make the system quite interesting. Here you have the link to the maths, if you're interested: https://anydice.com/program/2efd2.
- I know that is quite difficult, but having the effects of every card written in them should make the game more efficient. Taking a peek of every rule of your cards constantly is gonna slow the sessions. I'm aware of the ammount of text and also don't want to obscure your illustrations (tarot cards only have the name written). Maybe putting the skill modifiers and a word for every effect would do the trick?
So, I don't want to rant and be very pesky on other's work. Those are my humble opinions. Make what you feel with them and keep the good work. <3 Thank you for making this amazing project.
Hi there! Instead of simply clicking stars in the rating, I'd love to give some feedback about your work. We invest lots of hours in this projects, so just a thumbs up or down is a bit unfair.
- First of all, I've enjoyed reading the game. :) This mix of spies and police investigators with a pinch of supernatural feels good.
- Then, I love games with hidden roles, but in this case, I fail to see why there are dual agents at all. Treason and tension are always going sky high with players knowing one of them is a rat. But there's a case to resolve. The corrupt cop covers the mafia for money and not getting caught, so there's a motivation for the characters. In this game I feel like I'm a baddy with no reason, just for chaos. :/
- Third, my personal experience designing games tells me that limiting the player's agency in the story with a currency (your energy) tends to lead to frustation. Imagine you want to do something, but there is no energy because you didn't get the dice or you direlly needed to act in the past scene. You cannot do anything without energy right?. Spending energy must be something optional, like powering up skill rolls or the option for double agents to corrupt the case. Maybe I have missunderstood the concept.
- Last, although the game is quite pretty, that greyish background with grey and black text is a bit hard to read. There is people that struggle a lot with this kind of issues.
So, I don't want to rant and be very pesky on other's work. Those are just my opinions. Make what you feel with them and keep the good work. <3
Hi there! Instead of simply clicking stars in the rating, I'd love to give some feedback about your work. We invest lots of hours in this projects, so just a thumbs up or down is a bit unfair.
- First of all, wow. The rituals are just... magical. Evocative texts that realy seems like traditional pagan rites. All this will serve me as inspiration in the future, for sure.
- Then, I think about enboding trully the IRL rites, ditching the 'pretending to be a witch at home'. In that way, I feel like the puns and jokes break the mistical atmosphere.
- Last, the project really needs some editing. All of it on a white sheet with the same font and format makes people not to value your fantastic piece. I know that editing is a horrific and spiky mess to get into, but with simple tricks you can make some serious work.
So, I don't want to rant and be very pesky on other's work. Those are my humble opinions. Make what you feel with them and keep the good work. <3 Thank you for making this wonderful project.
Hi there! Instead of simply clicking stars in the rating, I'd love to give some feedback about your work. We invest lots of hours in this projects, so just a thumbs up or down is a bit unfair.
- First of all, the game is cool. I' ve never seen a TTRPG like old Tony Hawk's games and it hits hard on the nostalgic. But after reading the game, I've seen a heavy lack of RP in the TTRPG. Damn! you even lack a 'give your character a name' in your character creation. My impression is more like a cool TableTop Game instead of a RolePlaying Game. There is no story or narration in this race.
- So, I focused in the mechanics. The deck of cards as random events is neat and pretty fun. The tricks are thematic and the action economy seems right. :)
- But then I made some maths. With a -1 in a stat, you have a 55.55% chances of getting a success or better in your roll. With the maximum possible stat (+4 choosing matching ride and mood modifiers) you have no chances of failing at all (100%). It feels a bit odd. I have not tested in a group play, but having automatic successes and small odds of failing seems like making throws is not gonna make the playthrough exiting. I'm gessing you've taken the PBTA system as a base, but without the narrative side, which is the soul of it.
- Last, I quite not understand the 'Minor' and 'Major' effects, as the majority of random events do not have those levels of success (and writing all of them it's a ton of work). I feel like playing Tricks is the best option to play, but it will be repetitive.
The aftertaste of your project is good, but the system seem to be against your desing. So, I don't want to rant and be very pesky on other's work (seriously, I don't). Those are just my opinions. Make what you feel with them and keep the good work. <3
Hi there! Instead of simply clicking stars in the rating, I'd love to give some feedback about your work. We invest lots of hours in this projects, so just a thumbs up or down is a bit unfair.
- First of all, these villains are fun. They have cool details and the descriptions are evocative. Almost all of them are a bit comedic or goofy. The urban fantasy theme is a bit weird, but a lot of times we need as DMs to take the antagonist seriously to give fear or mistery. Simply changing the names or a couple of details will do the trick, but it's the feeling I've got after reading the table. I'll introduce a couple of your ideas into my sessions of Vestigium.
- Then, using 5e tools like Homebrewery might scare anti-d&d people or confuse d&d users. Of course you can include "Milos Husk" in your fantasy campaign, but your work will have more personality with a custom format. :P
So, I don't want to rant and be very pesky on other's work. Those are my opinions. Make what you feel with them and keep the good work. <3
Hi there! Instead of simply clicking stars in the rating, I'd love to give some feedback about your work. We invest lots of hours in this projects, so just a thumbs up or down is a bit unfair.
- First of all, I've enjoyed the reading. The steps are flavorfull and have meaning. They are not mere random tables without context. I will use your recipes to play my game, Vestigium. :)
- Then, I cannot unsee the copyright in ALL of the pages compelling about giving credit, but there's some illustrations and drawings of different styles that should also be refered to their artists. If you have done them by yourself or they are public domain, do not mind this comment. :P
- Third, the fonts are a bit childish (the titles and the main text) but the quote's font is more thematic to a old cookbook. I like the color scheme, by the way.
- Last, I like the tarot as a randomizer, but many people do not have one available, so an alternative way of randomizing those tables are welcome.
So, I don't want to rant and be very pesky on other's work. Those are my opinions. Make what you feel with them and keep the good work. <3