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Emiel Boven

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A member registered Apr 19, 2016 · View creator page →

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That's great to hear!

Yes! Print copies are getting shipped to various shops worldwide next month after KS fulfillment wraps up :)

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It was created to be used with a group and a GM, but I had solo games in the back of my mind while working on the first issue. So, if you use some kind of GM emulator, the random tables presented in issue 01 lend themselves as seeds for solo campaigns :)

Thank you :)

Thank you so much!

Thank you! And yes, Cult of the Lizard King is good :)

Thank you! I'm very happy to hear that :)

Thank you so much!

Hey! You can email me at emielboven[at]gmail.com :)

I can't seem to be able to see the picture you sent. Can you email me at emielboven[at]gmail.com? Then we can sort this out :)

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If you got it through the Kickstarter and downloaded it before with this account, you should be able to download it again to get the new version :) If you haven't downloaded it before: I sent all Legacy backers a download key after the campaign was done, so you should have an email from itch.io with the key (from March 2023). I hope this helps, otherwise let me know! :)

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If you got your PDF of 1.1 through itch you should be able to just download the updated file from here. If you got your PDF as part of buying a physical copy from elsewhere, let me know and I'll get you a proper itch.io key so you can download an up-to-date copy :)

That's great to hear!

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Thank you!

To answer your questions:

1. Leveling up and advantages give some leeway after rolling a bad character, but your character will probably still struggle more than others. However, it's not as bad as it might look at first glance, since there are three other things that smooth it over a bit: 

  • Besides the odds being fairly low that you roll five 1s in a row, the character also starts with attribute bonuses gained from their background, which means they never start with only 1s, even if they have a ton of bad luck.
  • The combat system does not rely on character attributes except in special cases like for saving throws for monster attacks and the odd class ability that the player has chosen themselves.
  • Issue 02 contains downtime actions characters can take to increase their attributes and learn new talents outside of the normal leveling increases. This system has a higher chance of success for characters with low stats.

2. I've played a bunch of Caves of Qud! I love that game, and even though it wasn't a direct inspiration it must have influenced my thinking about TEA in some ways while writing it :)

In my experience, it takes around 35-40 sessions to reach level 8. I'm a big proponent of systems where you actually get to reach the later levels and do cool stuff, so this feels like a good amount of sessions before players get to retire their character and wrap up a campaign. The first few levels go fairly quick (players will generally reach level 3 after around 3 sessions) but it slows down a bit after that.

As for adventures to sustain a campaign of that size, issue 02 will have two adventures in it which will roughly take a party up to level 3 or 4, and has a system for handling downtime in between. A bigger third adventure is also planned for after which will probably take players up to level 6. But TEA is made to support sandbox play, so just letting players come up with their own goals and letting them run wild using only the factions and encounters in the first issue will get you pretty far if you're comfortable with some improvisation :)

DURF is the Dutch word for bravery/courage, and I liked how it sounded for non-dutch speakers (reminds me of the old video game ZORK) :)

Thank you so much!

Armor is subtracted after the damage has been tripled. So in your example the fixer would deal 7 damage (roll of 3, tripled to 9, reduced to 7 by the opponent's Armor Value of 2)
I hope this helps!

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It is not :) Althought the map falls under a free license by Dyson Logos https://dysonlogos.blog/maps/commercial-maps/

It is not :)

Not currently, but I had solo games in mind while working on the first issue. So, if you use some kind of GM emulator, the random tables presented in issue 01 lend themselves as seeds for solo campaigns :)

For this project I used Godot 3.5, specifically for that reason :) But I've heard that the web export should be fixed or closer to being fixed in Godot 4.1, which released last week

Yes, the full version will have more uses for coins :)

Yes, they can't be used in melee

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If you email me at emielboven[at]gmail.com I'll send you a download link :)

That's awesome! Thanks for playing!

15 levels :)

Wow thanks for playing! 

Really creative and inventive puzzles! Was a joy to figure them out :D

I really like the art style!

Thanks! I'd love to continue working on this after taking some time to refactor some of the terrible code I wrote to get this finished in time, so your feedback is very much appreciated :D

Thanks for playing! I'll add your feedback to my to-fix/to-do list for an eventual update :)

I had some trouble with submitting it, but that is fixed now! So if you'd like to leave a rating, you can do so here: https://itch.io/jam/godot-wild-jam-58/rate/2123760

Thank you so much! I'm glad you enjoy it :) 

I have a list of bugs I need to fix and additions I want to implement. I'll try to update this when I have some time over the next few months :)

more like a design oversight lmao

Hey, thanks for playing! I didn't find the time to add a way to return to the main menu from the game during the jam, but I'll add it later in a proper update!

Thank you! There are remap options in the Options menu at the start screen :) I just didn't have time to create a way for the player to access it during a run, so you'll have to restart the game to remap controls :)

It should be fixed in the current build :D

this should be fixed now!

this should be fixed now :)