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Glacier_Nester

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A member registered May 26, 2017

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This is a super cute little game, it's like a little set of digital windchimes, but with levels and points. Honestly, it's a bit reminiscent of Electroplankton, which I've always really loved just opening up and fussing about with. The little pings make cute music, and the occasional dissonance that rises from things a little too close or a little too far apart is really ear-catching, and it always has me hoping the next click will resolve the tone a bit.

Artefact is an ABSOLUTELY STELLAR spin on the Lost and Found system. Seriously, what a gem! The variety of items that one could play as really open the prompts up to a whole spectrum of wild stories. Every moment of the game on the first play though has you tempted to peek forward at the later prompts just to see what could possibly happen to your beloved item next, how will the world effect us, and more importantly, how could the world get effected by us? I had an absolute blast playing as a Deck, and I plan on coming back for each of the rest of the Artefact types, though whether they'll be on stream I haven't quite decided. Either way, this is a great way to not only tell a fun and engaging story, but also to use that creative work elsewhere! I know I'm tempted to run a few of these to give my Monster of the Week campaigns a hair more backstory, and of course the obvious, get some lore behind all the loot in those dungeons full of dragons. Oh man, and that doesn't even touch on how fun it is to view the item through the lens of each of the new Keepers, there's some fantastic prompts to build more into the world around the item while we push the story forward. Genuinely 100% worth buying, I wholeheartedly suggest it. Anyway, if all that didn't sell you, come check out my actual play, and hopefully you'll go for this incredible story generator.

I simply must admit, despite not getting super deep into Love Hues with my time with it, the part that I read has stuck well with me. I really love the options on offer here, not only having a way to pick character appearance and pronouns, but also having both platonic and romantic routes available for every route must have meant a ton of writing on the part of the devs. That writing, might I point out? Stellar stuff. I know it's easy to stumble into nonsensical writing looking around for VNs, so finding something like this is especially nice. I really hope I get back around to the full game sometime, it really deserves to be played, and I've been needing a great visual novel in my life again!

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Admittedly, by the time I got to Go Alone, I had been playing Wretched and Alone games for a good little while, so I knew the twists and turns well. However, that impact on my enjoyment of the system did precious little to effect my enjoyment of the game. (Also, I should make clear, I do really like Wretched and Alone as a system!) Go Alone is fantastically written, and I love the angle of playing as a legendary weapon rather than the one who's wielding it, for once. The opening setup in which you design your weapon is left intentionally vague, in such a way that I'd heartily suggest picking up a different game/way to make magic items to fill out what your player character looks and acts like. That being said, once you dive into the prompts, there's plenty of room to tell the story of a sword wielded, sundered, and reforged many times over within. The focus on the toll that the cycle of war and prophecy has taken on the weapon, and how that can lean on the wielder, is a fantastic point to lean on, especially given the tendency for Wretched and Alones to lean dark and heavy. Long story short? If you're curious about how say, Fi from The Legend of Zelda feels by the time of Breath of the Wild, this game could give you some insight!

This game's a gem, top to bottom! First off, something I don't often note on, the theming of the rulebook, as you see in those pictures, it'd fit right in at as some kind of esoteric finding aid or something. Under all that solid ambiance, however, lies an incredibly fun game, allowing you to not just tell the story of a random book on a library shelf, but a wide variety of things you'd potentially find in circulation in one library or another. Personally, I played a set of research notes from my d&d setting, which made navigating the story I was telling occasionally take a bit of shoehorning, but even despite that, I had an absolute blast playing anyway. I'd love to pick the game back up again and play as something different next time, as each of the Articles have their own unique questions to answer. The use of each patron that finds you both being effected and effecting the article opens up a fantastic set of avenues into exploring not only what it's like for a document left alone on a shelf, unregarded for a while, but also how much of an effect finding that next fantastic work to read can change a person. Overall, like I said at the beginning, this game's a gem, and an incredible introduction to the world of Lost and Found games.

Especially for being in development, Punchcard Memories is already a blast to play, allowing you to tell stories with a basic idea that's simple at it's core. That base idea expands outwards very nicely with the Carta card based board, and the wealth of fantastic prompts that come out of them. I've got some more Playtesting Notes^tm in my video playthrough of the game, but I had a ton of fun playing it regardless! This was my first foray into Carta engine games, and like I said, it uses that engine incredibly effectively. I'll have to come back to the game sometime, and I'm curious to see where else the game has to go as it grows!

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I absolutely adored my time with Sentinel, told a story about an automaton named Athena, guarding a slowly crumbling technologically advanced city. (Don't worry, I've linked my playthrough if you're curious!) Each prompt type having a different dice attached was a fun spin on the use of cards, I've gotten so used to each card in the deck having a different prompt that the suit narrowing down to type only was a nice change of pace. The prompts themselves are well written, the sample questions really sparking immediate mental answers that let you spin a few little moments out of them, and the endgame is especially good in that regard. Also, the rules themselves are really beautiful, both in their organization and decoration, this is just downright pretty to look at. Long story short, definitely pick up this game if you're a big fan of, or just curious about, solo tabletop rpgs!

Fantastic premise, and I had a great time playing this, even despite my playing it super strangely without a standard deck of tarot cards! I can see a pretty wide range of stories springing from these prompts, and it's super fun to imagine being the builder of the mech, rather than the pilot, for once. By the time the world-ender roared to life, I felt I hadn't had enough time in the world that had sprung up around the machine, so I improvised a second "phase" of the game, during which you as the builder are frenetically trying to make something to defeat your creation, and save the world. Improvising a set of mechanics to bolt onto the game really drove home for me how solid the underlying engine of the game is, and after it all, I really enjoyed the story I told. Definitely suggest picking this one up!

I absolutely loved my time with Beyond Super, and that's even despite my glazing over the optional rules which look supremely fun! I really hope to come back to it, because the depth of the basic prompt system allowing you to choose your character's reaction to the situation alone is still so fantastic, so adding the extra layers of keeping track of the public's reaction to your actions in the mask, and the complications rule adding more layers to how the prompt goes off, will really give the potential story being told a lot more room to work in. The complications rule in particular feels VERY apt for these types of stories, allowing you to add tense and difficult twists to an already intense prompt to start with. (Also really appreciate the potential for a villain's story!) Anyway, here's the video of my session I did live, I hope how good of a time I had with the game comes across!

Hiya! Figured I'd leave a nice comment, I had an absolute blast playing this game! Granted, I only recorded half of my session with the game, (Link below!) but the way the prompts emerge out of not only the cards you pull, but also the way you choose to react to them, really let the storytelling flow differently than just building off prompts you get out of a table. I also love the way the game wears its YuGiOh theming on its sleeve, but still steps away in allowing the player to work their own story in the space left. (That being said, I did binge all of the first arc of YuGiOh to make sure I could get the right vibe out of the game!) I'm really looking forward to coming back to this game, the rival rules for a second player seem like a great time, and I'm sure I can get more stories out of this!

I played Superhuman Industrial on stream (I've linked the vod), and I thought it was SUPER solid! Sure, I stumbled over stepping on the prompt's toes a little bit, but that's on me for thinking too far ahead! It's a great little way to generate on the fly story prompts, and I enjoyed it thoroughly! Not only is the concept a fun angle to build off of, but the roll 1d6 to get the next piece of the prompt is easy, intuitive, and simple. If you've got some kind of writer's block, I'd heartily suggest this as a warm-up prompt generator, especially if you find storytelling in this genre easy.

Played this on stream recently, fantastic work! It's honestly shocking how far you've pushed the NES here, and it comes together into an addictive, blast of a game, too! I'll definitely be getting more than a few screens into this one on my own time.

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This is the second wretched and alone game I've played on stream, the first one that got properly recorded, and I enjoyed it very thoroughly! The system that's used as a base is a fantastic way to tell stories, and the writing that goes into the prompts is fantastic, spurs on the setting and ideas to work within the setting. I saw someone describe the game without the falling block tower as potentially becoming a "walking simulator", and honestly, that concept sounds really entertaining to me, and this game in particular, moreso than any other wretched and alone game I know of, would be particularly suited to it. Spend a long time exploring the design of the ship, what went on in each area, how the ship and your character's view evolves over time, etc, etc. Long story short? This is a fantastic way to tell a story by yourself, and I've found it a great (albeit a little doom-and-gloom heavy) way to spin yarns for an audience. May play it again, on my own time, in a longer form, along with the soundtrack, and I'm sure I'll enjoy every moment. (also I got this via the BLM bundle, but honestly I'd have paid full price for it given how much fun I've had with it so far)

I won't lie, I picked this out of the bundle because of the sheer confusion the genre choices gave me, but having played a level or two? the dev pulls it off, and fantastically. Can't wait to play more, and really glad I picked it up.

Honestly? I wasn't expecting big things from this game (it felt like something you'd get as a gag gift at first glance) but I found it rather fun and engaging! Seeing everything you can do in that little room, all because of a set of blinds and a few controls? Super fun. 

I'm really rather bad at this game, but it's a good time! Simple mechanic, easy to use, difficult to master. One click runs everything, so I'm sure that's good for accessibility, too! Enjoyable stuff. 

This game is exactly what it says on the tin, and I dig it for (or maybe despite?) that. Good stuff, dev!

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I got a little ways into this game on my stream, and enjoyed every second. Very much looking forward to finishing this game up, fantastic aesthetics, well-thought mechanics enabling that aesthetic. Overall, a fantastic game! Glad to see you're considering adding music or sound, that'd address the only shortcoming I've spotted so far! Even just some ascii-bell like beeps on successful actions would be fantastic.

I think I've got my gamecube controller firing properly, I can send you a screenshot of my bindings I think? (I'm using the official adapter and the driver built for it)

fantastic work, i loved this one! The dialogue from kyndle was loads of fun, and i often had trouble picking what i wanted to say because they were all great options. I got the Do Androids Dream ending first, and it was incredibly heart-wrenching.. or at least, i thought it was, until I got the friendship ending. Had i gotten that ending first, I probably would have burst into tears live on stream. Silas is a really fun character as well, and I loved how he grew over the story!

i had a great time with this game on my stream! There's a few rough edges here and there, (and while i talked about them during the stream, the biggest one was the very repetitive stress message) but that's to be expected from a demo anyway. Great work so far, and such a neat concept too! I'm looking forward to the full version!