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Aryxymaraki

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A member registered Jun 08, 2020 · View creator page →

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Thanks for the comment and I'm glad you enjoyed it overall!

To answer questions;

1) Power can be optionally used every time you roll dice, but you have to use it all or none.  Control can be used once per round per point (the way you did it).
2) Correct, effects don't count while you're teeing off.
3) Correct, scores are counted up from zero; par is only there as a suggestion and for your competition in solo play.
4) Only one person gets the special club each hole (I believe highest score overall was the intent), unless there's a tie for highest score, in which case everyone who tied gets it.
5) Progression is intended to be for the highest score on that particular hole, not highest score overall.  That said, for both clubs and progression, it's not a big deal if you do overall instead

Hi!

*Theoretically, any number of players + 1 GM.  In practice, it works best with 1 GM + 3-6 players.

*Average play time is entirely up to the group and what you choose to do during the playtime.  In playtesting, an average combat encounter has taken around 15-20 minutes.  I've run sessions between 1 hour and 4 hours that all felt like they were useful lengths, but it would probably be hard to get a lot done in under an hour. 

*There is no solo mode.

As a side note just to make sure you're aware, this game is currently a playtest version and is not a completed product.  I do plan to include this kind of information and some examples of play in a final version, but we're a long way away from that right now.  I am working on the bestiary currently and hope to have an update relatively soon, but my day job is not giving me a lot of time to work on it so 'relatively soon' is likely to be measured in months.

https://aryxymaraki.itch.io/hell-holes

https://aryxymaraki.itch.io/nightfall

Awesome!  Thanks for letting me know, I'm glad you had fun with it :)

Par as a golf concept doesn't really matter for gameplay, unless you're playing solo, so it's fine to ignore!  It just means that the course creator expected it to take about that many strokes to get in the hole.  For solo play, since there's no one else to try to get lower than, the goal is to get a total score lower than the sum of par on all 9 holes; but with more than one player, it's not really used.

https://aryxymaraki.itch.io/hell-holes



Hell Holes is a competitive multiplayer dice game about escaping from Golf Hell through victory in a golf tournament that takes you through the nine circles of Old Hell Downs.  Choose your club from your golf bag, roll dice, and see what happens!  Watch out for the hellish terrain, and try to deal with the demonic Caddy trying to interfere with the tournament by giving special clubs to whoever's in last place.

You'll need at least one, and ideally two, ten-sided dice or some other way to generate random numbers between 1 and 10 to play Hell Holes.

https://aryxymaraki.itch.io/hell-holes

Awesome, thank you :)

Hello!  I've recently designed a game and discovered/remembered (a little of each) this jam, which it might fit into, but also might not.  The easiest way seemed to me to just ask.

The game is Hell Holes, a fantasy golf dice game in which you must escape from Golf Hell by winning a golf tournament.  It doesn't take itself very seriously, as you might be able to tell.  As someone who grew up WASP in New England, golf and hell are both pretty significant historocultural elements, and I drew significantly on Dante's Inferno for inspiration (and some art); but because they are also associated with modernity and with certain power structures we see in the world today, there's ambiguity both in whether or not they should be considered folklore and whether or not they should be in this space even if they are.

Let me know if you have an opinion (possibly including 'you should have just submitted it stop overthinking things'), thanks :)