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Annie Lovell

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A member registered Feb 10, 2023 · View creator page →

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This was so fun to try out—the varied ingredients and events meant that I could play for several days before anything repeated, and since there’s almost always multiple other variables it’s very hard for it to get stale. Great as a daily creativity exercise.


P.S. There seems to be an extra, unnumbered ingredient between 2-5 and 2-6, Swan Feather.

I saw this on my feed and immediately was excited based on the cover image alone. All of this is such a fun meld of narrative and mechanics (using a tarot deck and coins really brings the flavor into even the actual player actions), and I'm sold.

It's honestly just so cool to see what you've made since Pretty Pony Adventure Trail—I look forward to your future projects! :D

I really enjoy the collaborative innocent creation—having everyone create people together allows for such interesting syncretism.

I was hoping to capture the determined despair you’d naturally feel in this sort of situation, so it’s awesome to know that I was successful—thank you!

When I saw your post here, I realized I recognized your name from another game here—Ravensridge Press's game, Styx, was inspired by one of your other games, and I totally see why. This is such a fun idea and I enjoy the great openness with which you can play this (conspiracy of malevolent hat-wearing cats or just really weird humans who hate pizza).

My only note is that the spacing on the last bit of the Drawing Tokens section is really quite odd—I understand the struggle to fit text around cool art, but I think you might just need to push "new" onto the next line where it wouldn't overflow onto the wine bottle.

I think this is an excellent idea that could be great for people new to RPGs—everyone loves action and loot, but highly encouraging people to describe how they engage in that action while also asking them to consider their motivations seems like it would be a great learning tool. I'll have to save this in my back pocket.

Note: For the cover, I think the non-bolded yellow text is rather hard to read at the top. Perhaps a darker mustard yellow that's thicker would be better legible?

Oh, thank you! Skitter was such a fun word that I really couldn't pass it up—plus, its connotations fit the theme perfectly. :)

I love how you use the cards to create the river—such an effective visual. This seems like it’d be an intuitive system once you play it once or twice—great for replayability!

Note: in the title for the Skill Tests section, “Tests” is smaller than the rest of the text there.

I love the commitment you had to this very silly idea—with this sort of thing you really have to go for it to work, and it certainly works. I'll have to try this out with some of my friends some time.

I love the vibe the graphics give off—really feels fitting for the game and catches the eye! This seems quite fun and I think I’ll have to try it out later this week.

One quibble: the text on the bottom right is cut off at the edge of the paper.

I think you may need to increase the contrast for some of your colored text (Ice and Lightning are especially illegible).

Love the concept, though!

I love the cover page—poor pony is fighting for its life out here.

As a frequent insomniac, I found this quite helpful for directing my thoughts while I slowly fell asleep. Very clever mechanics that allow for playing anywhere—I appreciate the mnemonics provided for assisting with that.

Love the graphical style—the colored terms help both with catching the eye and remembering the distinctions between roles.