Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Anthony Hobday

14
Posts
1
Topics
48
Followers
A member registered Apr 02, 2024 · View creator page →

Creator of

Recent community posts

Excellent. Thank you for the changes.

(1 edit)

What do people do if they e.g. don't have a Google account, or don't have the skills/knowledge/patience to set up pandoc?

To be clear, I'm happy to follow the sprit of the submission rules, and I agree with them. But the technical requirements that people must use Google Docs or pandoc don't feel like they suit the spirit of the jam, from the way I've read it. If the intention is that people's barriers to entry are removed, why not allow whatever tools people already use? Assuming they stick to the visual style requirements, I mean.

I assume I can create a PDF the way I usually do (Apple Pages), and use the typeface I normally use (Menlo, which is a monospace typeface), and export it to a multi-page PDF?

(1 edit)

This is great, thank you.

When I play-tested the game, I did it in a digital canvas tool (Figma) which let me paste in the grid image from the rules, and then move virtual pieces around to keep track of combatants. I think a chess board is a good way to do this in the real world, or if you print out the grids and use tokens/pieces of paper. Not quite as "pen-and-paper" as it could be.

I hadn't thought much about the difficulty of combat. I didn't want it to feel unfair, but that's about it. Let me know if you consistently win battles, and maybe I'll think about ways to make it harder.

I've updated the PDF to fix those typos. Well-spotted.

Excellent to hear that. I'd be interested to hear more about how you fold it into your Umbra play-through. And also if you have any feedback on the combat system. It's the first tactical combat I've designed, so I want to make sure it's fun.

Thanks for the thoughtful review. Your comment history is a collection of thoughtful reviews, so it’s interesting to read through.

Thank you—always love to see people play my games. I like that you used this game as a one-off dungeon in a larger story. I've made some tweaks to the game PDF based on your playthrough.

Thanks, amazing video. I've made some changes to the game based on your play-through. Two wyrms in a row was unlucky.

I thought about more varied shapes, but I wanted a left-to-right horizontal approach so that you could draw the dungeon across the top of a piece of paper and still have lots of room below for notes etc. I appreciate that the results are less interesting than if the dungeon e.g. turned back on itself.

Thanks for the feedback. I've tweaked the PDF so the Chest and Enemy sections are closer to the Combat section. Hopefully that saves on some scrolling.

Are you aware of any play-through video of RIG? I'm curious about the mechanics of the game, but at the same time I think I'd personally find it overwhelming, so I'm interested to see someone else play through to find out.

I'm working on my own "explore abandoned ships, scavenge what you can" solo dungeon crawler. Whenever I see a game like this I worry it'll be close to mine. Luckily they're all a bit different 😂 Love this theme/setting.

(1 edit)

Just reading the rules, and I like the mechanic that if you get 3 glades in a row you have to face the boss. Nice way to balance your good luck, and trigger the end of the game.

Thanks for this comment. It's made my day to see a photo of your play-through. My new game, Dungeons of Pendragon, uses the same combat system. But the next two games I'm designing use different combat systems. Hopefully they work just as well 😅