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Catscratcher Studio

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A member registered Jul 31, 2019 · View creator page →

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No worries!
We're unfortunately not aware of any videos of HUNTERS being used in play - but there are a bunch of cool videos from actual plays of CBR+PNK so you can watch the core mechanics at work and maybe that could help you understand how Hunters could shift things up?

Two of the most high profile examples are the one-shot from Plus One Exp, featuring both Emanoel and Ray (the creator and editor of CBR+PNK, respectively);

And a recent CBR+PNK one-shot from Quinns Quest, set in the universe of the Citizen Sleeper videogame (and featuring its creator!).
Hope that helps, and let us know if there's anything else we can answer!

No need to apologize at all! You are correct - when playing Forged in the Dark games like CBR+PNK, you don't roll for NPCs. Instead, challenges show up as consequences for the player rolls. The Hunters work as a way to clearly frame and guide these consequences!

Their skills are ways to affect the players approaches whenever they're in play, making some actions more threatening or less effective, or providing a few complex obstacles players will need to tackle (in the form of progress tracks). Basically, when a Hunter is in action, they make everything tougher for the players until they're defeated!

Hope this cleared things up, but let us know if there's anything else we can help with!

We're so glad this received your seal of approval and you had fun checking it out!!

We really do recommend reading the full review for the really well written breakdown of themes and mechanics if anyone wants to learn more about the game - and while you're at it, TTRPGkids' page has A TON of useful and engaging content about how to bring RPG closer to kids, so everyone should ABSOLUTELY check it out!

Thanks again for the support (and for your awesome AWESOME work)!

Hey hey!

It would definitely be possible! As a matter of fact, we've just uploaded a new file with individual pages - as well as new black and white versions to make it a little easier on the ink if anyone desires to print it that way!

Thanks for the heads up, and we hope you have fun singing about some epic monster hunter adventures!

Hey, God Complex!!

Thank you so much for sharing your story with us! We know depression can be a super tough battle to deal with - and the fact we're able to be a tiny part of your journey makes us very happy. We actually wrote this game during the ugliest bits of the covid pandemic, and our goal was to make something that could work as a bit of an escape to a kinder, more comforting space. It still feels like that when we play it, and it's nice to know when it feels the same way for someone else - so, again, thanks for sharing, and we're very happy it's helping you find your writing groove (and joy)!

As far as we're concerned, if you're having fun and feeling creative, you're ABSOLUTELY doing solo journaling right - honestly, it couldn't even be more right! 

Hope you have a nice time with your neighborhood and with your journaling! Keep rocking!

Hey, Emmegi! We're happy you're interested in Push To The Top, and we hope you're going through some triumphs and defeats and epic highs and lows of sports drama!

That's a good question! You are right about Weak Hits not contributing directly to the Momentum Track, and letting the 1-4 results pass being more convenient - but if you face the game asking what's more interesting, and what creates the coolest story (which is closer to the intention of games like Push To The Top!), you're going to roll more dice pushing for better results which could eventually end up with misses; or you might even decide that enough consequences and complications could turn into a point for your adversary if it makes narrative sense!

(as a matter of fact, we should've probably done that in the first place, and made it so rolling a 6 on the Complications table automatically scores a point for your rivals, so there's always a chance consecutive weak hits can end up taking you down! Feel free to play it as such, and let us know how it goes if you do :) we will probably add such a ruling in a future update!)


We wanted to leave most of the game results open ended so that players could take the story wherever they felt more interesting - but we understand how more direct guidance could be useful in such a scenario!

Thanks for reaching out, and we hope you have some sports-drama fun!

Hey, Nespy! Thanks for reaching out, we're happy you're interested in Wonderfall and we hope it's a nice introduction for hexcrawls! Let's get you some answers:

1 - Exactly! These tables are there to use as you please - so roll as many times as you want to create cool stuff! They're supposed to work as building blocks, supplying ideas to help you craft your story! Try to think of fun ways to combine and interpret them - what do they make you think of?

2 - Either way works, really, so it's up to you! You can head to a location knowing what you'll need to solve beforehand, or find out what the problem is once you get there. Whatever works best for your story - we like to use a little bit of both :) You can also always use the previous tables (for People, Encounters and Locations) to generate interesting things to interact with and frame your Problems.

3 - Quests come up whenever you enter a City! The world is trying to heal and there's always trouble to solve - so whenever you enter a City (be it to check back once you've solved a Quest, or if the current Quest brought you somewhere new), you can roll for People, Encounters and Quests again to find out what your new mission is going to be! You can even work on multiple Quests at once if you feel like it!

Let us know if there's anything else we can help you with, there are no dumb questions as far as we're concerned! We hope you have fun helping heal the world!

Hey, Darth Vegeta!

We hope you enjoy the game!

We're currently in the process of updating our files so they're eligible for print on demand services. By following us, you will definitely receive a notification when we're ready for it, so thanks for sticking around and we hope to have news for you soon!

Hey, Wolfess24! We're so glad you're enjoying Courage! Let's see if we can help out:

Rules as written, Relic Durability is indeed a finite resource, and managing it is part of the intended gameplay loop. Once Durability is depleted, these special powers cannot be triggered anymore - but they'll still passively add dice to roll whenever applicable. The only "official" way to increase Durability is through the special Smith encounter, which is quite a rare interaction so it's hard to count on it.

That being said, spending Courage to perform a "Repair Item" Action sounds like a pretty fun idea! The way we would do it is:
You can spend 1 Courage to perform the "Repair Item Action" - which would count as a Trial of your choice (describe which Attribute you're using for that repair, and how the current room can supply materials/tools/knowledge for that repair to happen). If you Succeed, recover 1 Durability on a Relic of your choice. If the Repair fails, you can spend another point of Courage to try again - but using a different Attribute this time around - and so forth (If you go into a different room, the repair sequence resets, so you'd be free to use previous Attributes again).

Again, we're happy you're having fun exploring dungeons and defeating evil! Let us know how repairing Relics goes - we'll probably try to repair a few of them over here too!

Cat you are too kind and LITERALLY the best!

Thank you so much for your continued support - you are *our* happy place!

For anyone reading this, please go check out everything on Peach Garden Games' page - you're in for SO MUCH GOOD STUFF (including the BEST Friendly Neighborhood Superhero hack ever - seriously, go play To Swear On Your Honor)!!

Hey, CBaker! We really appreciate your show of interest in our game!

Currently, we don't have print copies available - but we're looking into updating all of our games to use drivethru's print-on-demand service soon!

In the meantime, feel free to print the pdf in any way you see fit - you absolutely have our blessing to use any print service you may want :)

Again, thanks for the message, and we're sorry print copies aren't available yet!

No problem!

Hey!

That's itch.io's standard statement for extra purchasable rewards, whenever they're applicable - and the way the system works, free community copies can only be set up as "extra purchasable rewards" (that cost nothing), so that message will show up even though they're free!

Hope this helps :)

Nice! We included the link on the game's page, and also made a nice little tweet about it :)
Once again, we are really happy you enjoyed our game, and very thankful for your kickass contribution!

Hey, RitaOrc! Thank you so much for your kind words, we're very happy you liked our game and that you want to hack it!

And yeah, you can ABSOLUTELY hack it! All we ask for is a little shout out in the credits section - and that you let us know when it's done so we can play it too (and tweet about it)!

bathan, we're so sorry we didn't reply earlier!! For some reason, we wrote a reply but forgot to post it - which sucks because that web version looks absolutely INCREDIBLE! We're very happy and honored you enjoyed our game enough to create such a kickass way to play it!

Is it okay if we link to it on the game's descryption?

Also, can we give you a shout out on our social media? What should we link to? This looks and plays too good to not be talked about!! 

Yeah, that's what they mean at first glance - but you can tweak them any way you want! Maybe in your game, "below" actually means going through portals that send you to the Underworld, while "above" could mean you go on a little trip to space and have to solve problems for a celestial civilization!

Nobody misses out on community copies on our watch!!!

Feel absolutely free to claim one of the copies we just added to the pool :)

Oh, heck yeah, that sounds awesome! We absolutely love seeing printed zines of our games, and we hope you have a ton of fun being a Hero and saving the world!

Hey, Huwans! We're glad you're looking forward to play! We really wanted this to be a nice, chill experience, so nice catch on the lack of focus on combat and heavy journaling (which you can still engage with as much as it feels right to you, but it's perfectly okay if you never do)!

You're absolutely right about hex 1,1 not being a valid start position the way we wrote the rules. There's not particular reason for that at all - we actually did consider using a d12 (which you're completely free to do!), but we really wanted the full game to require no other die besides the d6s since they're so much easier to find. Hex 1,1 ended up being a small, unintended sacrifice... But now that you brought it up, we're really into the idea of writing something related to the mysteries hidden in The Forgotten Hex... Surely there must be a good reason civilization didn't rise up again in that particular location... Right?

Thanks for your kind words, and we're sorry for the confusion! Hope you have a nice time with the game, and you already know where to find us if you have further questions :)

Hey, Xion! We really appreciate your interest and we hope you have a real nice train ride (hopefully without any actual murders going on!)

Right now, we unfortunately don't have a way to provide physical copies of our games, as much as we'd like to. STILL, the files are all properly formatted for easy printing - especially the low ink, black and white versions. We've actually had people print this game (in B&W) before as a zine, and it looked pretty good, so we say absolutely go for it - we'd love to see how it turned out (and how your game went) if you do! 

Oh, thanks for the heads up! When we updated the files a while back, for some reason the color version was left out! You should be able to download it now :)

Thank you so much, Brenex! 

We hope you have a fun time exploring a healing world, and if you have any questions, you know where to find us! :)

Hey!

1) Hunters is 100% compatible with CBR+PNK! The v1 pdf was made to be used with the original CBR+PNK pamphlets, and the v2 pdf is uptaded to fit every change present in the Augmented version!


2) Hunters was available in print as part of the CBR+PNK kickstarter campaign, but it is currently only available in pdf. It's possible you'll be able to buy it in print eventually through Mythworks website (https://myth.works/pages/cbr-pnk) - we'll let you know (and tweet about it) when it happens!

You got it :)

We don't have a place like that currently, but it's something we've debated and may end up happening sometime in the future!

For now, we'd love to see some after-action reports as threads in the comment areas of our games, so everyone who plays can see each other's journeys? (we will probably add a few reports ourselves!)

Oh, dang. It does sound like your pilot will need to undergo a lot of soul-searching to figure out the consequences of that clash (love that for the story... Sorry, pilot!)

The stats for the god also sound super fun?? The way their lowest stat was also their motivation, but they had 10 Lies gives serious "power is whatever people believe it to be" vibes, and we're definitely here for it! Very curious to hear how you set it up!

Thanks for writing - we hope you keep enjoying your adventures (and putting some gods to their eternal rest) 

Hey, GreenOracle! Thanks for writing - we're glad you enjoyed helping your first planet!

That is a good question - and honestly, either way works. Our initial idea was to make the choice of Attribute when opposing gods directly be more narratively inclined - to add flavour and context to the action, since they don't contribute to that particular roll. The gods would then always deal damage according to their cards...

That being said, having the damage be tied to the attribute you chose to oppose the god would add another strategic layer to that confrontation and allow you to better manage your health points - which is also cool!

So yeah: original intent was to make gods always deal damage according to their card, having your Attribute act as a narrative device to frame the scene - but taking damage according to your chosen Attribute sounds fun as well, so feel free to play it that way and see how it goes (it should make for a slightly easier game, since it would become easier to avoid defeat - and honestly, the universe could really use Slayers who stick around a little longer)!

Oh, heck yeah! (hack yeah...?)

We would love for other designers to have some fun with this framework - cannot wait to see what comes up!

We actually plan on making a few hacks of it ourselves! The more, the merrier - so hack away, friends!

  • UPDATE HISTORY:
    • v1.0: Launch version.
    • v1.1: Fixed minor typos; uploaded a low ink, printer-friendly version.
    • v1.2: Updated the sections about play materials and Starting The Game (to include the use of a token to navigate the hexmap).

Hey, Stan!
Jut added a few copies! Hope you have some fun helping your neighborhood and going on some saturday morning adventures!

(PS: that's a great profile picture, we stan a kitty grooving to their favorite songs!!!)

HELLO?? THANK YOU very much for your kind words and excitement, we're glad you like it that much (hope you like it even more once you get to playing it!!)

We had not heard of "6x6 Tales" before, but with such high praise we're definitely going to check it out ASAP!

You are absolutely right about the typo - it should read "a resourceful Wanderer" indeed, we've uptaded the PDF to fix it! Good eye and thanks for the heads up!

And honestly, we are also That Person. The printer-friendly version has been uploaded and is ready for printing!

Happy journeys and let us know what sort of adventures you get yourself into! :)

Oh snap, we hadn't thought of using them that way before but it actually sounds pretty fun!

If we wanted to run HUNTERS as a supplement for players instead of opponents, we'd probably:

* Using it in Campaign play, each time a Runner completed (and survived) a run, we'd award them 1 rank on their chosen Hunter Archetype (so, after completing the first mission, they'd be able to choose between either of the Rank 1 upgrades). If playing a REALLY LONG campaign, we'd make it so each successful mission added 1 mark to that Rank's progress track instead, making Runners unlock the upgrade once each track got completed.
* If using it for one-shots, we'd do... Basically the same thing, but instead of making progress between missions, we'd have Runners attempt to unlock them during prep time for the run. Runners could make rolls before the run started to attempt to unlock the Hunter upgrades - but that would also mean risking starting the run with the Stress bar pretty high, which would make the run even more dangerous! (we would also consider adding tougher obstacles according to how many Hunter upgrades the party unlocked for each run - they wouldn't bring all that gear if the job wasn't as demanding!)

Glad you liked the addon and thanks for the question! If you end up using HUNTER UPGRADES for your runners, let us know how it went!


Hey! We've just added a couple more community copies, feel free to grab one!

Hope you guys have a great time!

Hey! Thanks for the message and for being interested in our supplement!

As of right now, we don't sell our games anywhere else - although we plan on setting up a Brazillian store with adjusted prices for our reality around March - so stay tuned!!

In the meantime, feel free to grab one of our free community copies - trust us, we know buying things in dollars, in this current economy, is completely absurd for any BR, so we 100% want our conterrâneos to grab free copies of any of our games they want to check out. Do consider leaving it a 5-star rating and talking about it with your friends - that helps out a lot with the algorithms!

Hope you enjoy BEING HUNTED BY RUTHLESS CYBER ASSASSINS

Thank you so much for buying the bundle - and HECK YEAH!! We can't wait to listen to your playthroughs and we hope you enjoy them. We'd love to hop on the podcast and have a chat :)

You can reach us either through twitter at @catscratcherdev, or through e-mail at catscratcherstudio@gmail.com - whichever works best for you :)

Thanks for showing interest and reaching out!

Hey!
It really depends on how in depth you want your journal entries to be!
W&A games usually last around 7-10 rounds, so really it's all up to how much detail you want to put in your story - but you can safely go for a very short notebook without risking running out of pages (or even try using voice recordings if you don't want to waste any paper at all!)

Hey! We're so glad you're enjoying Courage as your first solo ttrpg!! (and dang, "Flynn and The Sword That Time Forgot" sounds so good, we're already imagining the adventures you going through!)

About your questions:

  • Courage does go back to 10 at the beginning of every Dungeon! It's on page 14, but we can see how that could've slipped past you! We're gonna highlight it a little better on our next pdf update so it's easier to find :)
  • When you lose Courage and go back to the beginning, it does also go back to 10 - and we completely let that one slip, so thanks for pointing it out! Another one for the update!
  • About your max Courage - it's the latter: there are special cards which can increase the usual 10 max if you go on a special side quest! (it's one of the Jokers)

Again, really glad you're enjoying the game!! Thanks for pointing those out, and let us know if you have any other questions :)

Oh gosh, thanks for the heads up! It should be fixed now!