I had to give it a shoutout in the Dino Goons devlog, which features Parasaurolophus as a playable dino <3
https://harper-jay.itch.io/dino-goons/devlog/758369/shoutout-to-a-dino-zine
I had to give it a shoutout in the Dino Goons devlog, which features Parasaurolophus as a playable dino <3
https://harper-jay.itch.io/dino-goons/devlog/758369/shoutout-to-a-dino-zine
Thank you so much for your interest in the game! I want to apologize for not providing an accessible version for you, and I want to correct that. I'm working on a text only version now, and will provide it as soon as I can. I'll reply to this message again when that's uploaded, so you can check it out immediately.
I've thought about releasing just the tennis rules, without the restaurant aspect attached. I came up with the pun title first, and expanded out from there with the idea. The tennis rules are kind of a strategy-rpg mix, and there's rules for improving between sessions.
Until I do release the tennis rules separately, I do think you could easily separate them from the restaurant management section if you wanted to run a pure tennis game. It'd be almost like running a Street Fighter tabletop game, but tennis instead of fighting lol
Oh heck I see where the confusion is there. The dice at the bottom are meant to just be decorative, but that sure does look like you're supposed to roll each number in sequence.
My intention with the rules is that you roll a number of dice equal to your strength, and every 6 is 1 damage that you do to your opponent. Your opponent can choose to lower their Strength by 1 in order to ignore 1 damage, surviving for a little longer, but losing some power.
A kind of Yahtzee-style version could be fun too; instead of trying to roll 6's, you would be trying to get 1 - 6 before your opponent, and maybe you could spend Strength to reroll your own dice? I might think about this more.
Thank you so much for the kind words, and I'm glad it got you to journal! Journaling is so important, and honestly I should take my own advice and use this Zine a bit more myself.
Also I didn't even think about the Letter/A4 formatting thing! Sorry for the confusion but I'm glad that you got it figured out lol. I appreciate the ingenuity XD We have so few paper types in America - like, almost everything is just Letter - so I forget about A4 often.
Thanks again, this means so much :) <3
Rise to Ruins is one of my favorite games ever - I've got close to 600 hours in it so far, with no sign of stopping. It's a fantastic blend of genres I didn't think possible before; a rogue-lite god game city building civ sim. It may take a little while to get into the swing of things, and the most important thing to remember is you will die, a lot. But I urge you to play it, it's amazing.
Thank you so much, this is the first anybody's told me they actually ran one of my games, so this means the world to me.
Your critique of Engineers is also greatly appreciated, and a good reminder that outside eyes are always a good thing when designing a game.
The intended balance with Engineers is that their goggles allow them to access The Sight at all times without using a device, the tradeoff being that their devices require planning, while Magiturges can improvise their spells, but accessing The Sight takes up one of their ongoing spell slots.
So their intended advantage is being able to access The Sight without using one of their devices. Magiturges are also limited to using elemental effects, while Engineer devices don't have that requirement; however, re-reading the text, that's not something that is clear or indicated. And it doesn't address the fact that they also can't interact with spirits, which is a very good point, and one I think I let slip by me.
The other aspect I was thinking about with Engineers is their Specializations, which allow them to access technology in a way that Magiturges cannot, making their lack of spirit interaction less important in the long run. However, they key phrase there is "in the long run", and it completely ignores one-shots or shorter games. It also presupposes that players will take specific talents, which is always a bad plan; game design should never require a specific choice to be made, or else there's no real choice.
I have some ideas for balancing this out a bit, but I'm gonna take some time to readjust things and try to make the two vocations feel less uneven. Thank you very much for your feedback; while you're correct that this was a game created within a short jam window, I really liked making it, and I want it to be a game I can be proud of :)
Thank you so much!
I'm loving Affinity so much. It's better than Canva in almost every conceivable way, with one exception; it's definitely less intuitive. The tools available are vast and much more powerful, but I have to do a lot of YouTube and Google searching to figure things out. But I've enjoyed learning to use it.
Just wanted to remind everyone that the 2nd annual July Sixth Park Dinojam is happening right now, so go check it out if you haven't already :)
Thank you so much for the kind words!! I'm glad that you enjoyed yourself even though you didn't "win", that was what I was hoping for; even if you don't "succeed", it's still a lot of fun!
Since this was one of the first games I published, I wasn't even thinking about booklets at the time, but that is a fantastic idea. I've recently been making my own booklet versions of PDFs of games I buy/download, so I know how useful and handy it is to have that compact physical copy to take with you. I can create a booklet version, but I appreciate the offer! I will upload it soon and make a devlog post giving you a shout-out for the idea.