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hamhambone

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A member registered Aug 15, 2018 · View creator page →

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Thanks!

All good ideas! The character concepts my friend made also lend themselves well to slice of life style stories, which should help also.

That Swords without master inspired framework seems super cool and good, actually!

Heya! I'm planning on playing Calypso with a friend as co-players (single shared protagonist) about a week from now. We'll have about 3 to 4 hours.

Do you have any suggestions for how we might organize play to attempt to fit something within that time frame?

I'm thinking it might be good for me and my friend to do a bit of talking about the general premise (she has a cool sketchily drawn setting I'm super interested in, we would just choose what part of the setting we want to explore), then I could take care of creating the character mechanically (do the bulk work of choosing traits, tags, keys and edges) on my own time so we don't have to do it in session. Then in session we could determine together the scenario the character finds themselves in and frame an initial scene and start play.

I guess my primary question is if you have any suggestions for bending gameplay towards some sort of natural stopping point or conclusion that fits within 3 to 4 hours!

Thanks for the help! I'm understanding this mechanic better now!

Heya! This looks good, like really really good. I'm thinking of running this for a few friends!

I have a question about Connections: in what circumstances are the players to mark connections? Only when the game text tells them to? (I'm assuming mostly when their characters' wants are met). Could you give an example of how "marking a connection" might play out at the table?

I love the mechanic of incentivising the players to construct their own personalized mythology for the group - it's, like, super cool!

Thanks!


I just played in a two-player game and cleaned up the map so that it was readable. Here is the original:

This is a really excellent updated to Dawn of Worlds! I had a lot of fun playing. Hopefully I'll be able to get a five-player game running within the next few weeks, I'm interested to see what kind of weird and cool world we make then! This world eventually ended when, during the chaos phase, I rolled a 6,6 and narrated that the source of magic (A giant collapsed volcano previously inhabited by sapient lava-blobs) exploded.

Other interesting things that came out of this world were Deer-People who worshiped their own predators (giant flying parasitic ghostly blobs), a faction of rebels against that way of life (who eventually burned the deer-people's capital city) and a desert full of metallic cacti that absorbed electricity from storms (the Humans would unsuccessfully try to harness this energy against their foes, the puffer-bat people, but failed to do so just before the world exploded)

Interesting puzzle game! I had some trouble figuring out what to do at the start. Is it intended that you can place bombs on top of panels? whenever I needed a breather in endless mode, I could just cover almost all of the panels with bombs to get rid of panels quickly (I mean, no points, but the player gets to survive.)

Cool little game, I like the need to tension with the ammo mechanic, the need to make the most out of each bullet and to go after ammo on the map. i did run into a problem though, sometimes when the aliens appear, they can appear right on top of the player ship, killing you instantly.

Awesome concept with tons of potential! I love how the game teaches the various concepts. One problem I ran into was that I kept getting stuck inside of the toggle blocks with no way to escape but to restart. Also, on one of the earlier levels, it is possible to skip one of the screens without solving it the "correct" way, making it possible for the player to move past that screen without learning the trick (I've attached an image with that screen)

you can just walk through that gap in the upper-right corner.