I think it's a little bit of "obsession", and a lot of "I keep the games as easy to produce as possible". Which might be a problem: I assume good art and high production values mean more people will try the games.
Thank you for your kind words.
I design free TTRPGs and publish them here on Itch. I think some art would help improve them. I am happy to pay, but since my games are all free I need to get a sense of what people charge and how much art I could afford.
If you are a new illustrator and do black and white/pen and ink art, and you have a portfolio I can look at, please let me know. If you also give me a sense of your costs I'd appreciate it. This is not for a one-off piece, it's for an ongoing relationship, so I don't have a budget in mind.
The work would probably include enemy illustrations, maps, images for the covers on Itch, etc.
Thanks. Because of all the maths involved I never tried to figure out how the enemy scaling/equipment effects compare to each other.
I think at least I’ll lower the maximum stats you get from equipment names.
I’ll also think about ways to make enemies respond to your strength/scale differently as the floors get deeper.
Thank you. It's designed as a solo game but I've realised there's not much to stop you from playing it with 3 other people, since there are 4 team-members. Please let me know if you play, and how it is. It's not had as much play-testing as it should have done.
Luckily the hard work was done for me in terms of the research. I bought a copy of the Oxford Dictionary of English Folklore a while ago, and flipped through it and noted down all of the myths that might work.
I've designed a lot of solo TTRPGs at this point, and there's a fair chance that not many of them are fun. I started to think about what makes a solo TTRPG fun.
Here's a list of things that might make solo TTRPGs fun. Do others come to mind for you?
Since April I've designed and released 12 free solo TTRPGs. I'm hooked. I never plan to charge money for my games. My games are intentionally simple, but I know a little art can go a long way. And art is expected by the TTRPG community.
If you're an artist who wants to doodle RPG illustrations for free, and you're happy to do that with me, get in touch. I've got many more games on the way, and art would make all of them better.
To be clear, I don't expect anyone to take me up on this. Artists should be paid for their work, and I have paid artists to work with me in the past. But there might be someone out there like me, with an artistic skill-set, who wants to do it for the love of it, and who would be doodling anyway.
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.
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.
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.