Abolutely adore the art direction on this one, and the tables at the end are sooooo good.
imsobadatnicknames
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Thank you for the most in-depth critique I've gotten so far, very much appreciated. I definitely will consider the possibility of adding more illustrations in future updates. We had planned to include art of the leaders of each faction at the very least, but ran out of time.
About the table of contents thing... I actually don't remember generating a table of contents for this. The file is made out of four individual PDFs so my guess is that the program I used to stitch them together and export them as a single file probably automatically generated a table of contents for it.
The .rar file only includes the map PNGs as exported from Dungeon Scrawl, for use with VTTs and stuff like that. The module itself with the room key comes bundled at the end of the of the full game's PDF (just like the starter dungeon from Mörk Borg does, I was trying to mimic that 😅)
Now that you mention it, I should probably edit the images to include the map legend too.
Really enjoyed this, it definitely made me rethink some of my thoughts about the genre.
I think perhaps the "Controversies" section in the Dwarf Fortress entry should mention the fact that, despite featuring both a randomly generated world and permadeath, the world is persistent between runs instead of being randomly generated each time you play. I think world persistence might be an important deciding factor for some people.
No problem! You're using female personal pronouns but male possessive pronouns for the ghost. "She" indicates the ghost is female, however, whenever you mention the ghost's brother, you say "his brother", the "his" there seems to indicate that the ghost is male. If the ghost is female, it should be "her brother".
AMAZING DEMO! I was lucky enough to grab the last free copy but I might go back and pay for it because I just love it so much.
I'm a sucker for games that use a low poly aesthetic + 2D sprites for characters and this one uses it to great effect, the graphics have lots of personality.
I came across a couple bugs while playing it, but that's to be expected of a game so early in development so no biggie:
Touching a ladder while carrying a heavy object (even if the ladder is just laying on the ground) causes your hands to show up while you're still holding the object. I also had an issue with the big ladder clipping through the ground and disappearing when I tried to jump from it. And once I clipped through the floor of the house when jumping down from a window. I have had no luck replicating these last two issues, but the first one happens relatively regularly.
In this type of OSR game, combat is a failure state. If your group finds themselves facing an enemy in straightforward combat where all they're doing is pitting their numbers against the enemy's numbers, they've already messed up. The lack of an attack roll is not an oversight, it's a thought-out design decision to emphasize this principle.
If you rush into combat you WILL get hit every time you get attacked. That's a fact players have to deal with by finding ways to manipulate the situation to their advantage to gain the upper hand. There is no miraculous dice roll that's coming to save a player who's about to die, so it's up to the player to create these miracles themselves by engaging with their situation inside the fiction.
This is an amazing tool!
However, I'm having a little problem.
I'm trying to model a sort of an inverted bell curve distribution by using a die pool and a coin flip (basically, I want to set up a die pool, separately roll a single die, and if it comes out even, send the highest roll from the pool to the histogram, otherwise send the lowest roll from the pool). I think I need to use a "Switch Integers" node for this, but while this node is mentiones in the user manual, I can't find it in the actual program. I've tried using the search function and no nodes with the name "switch" come up.
Of course you have my permission! I license most of my work under a CC BY-SA 4.0 license, which generally means you're allowed to copy it, redistribute it, modify it, and make transformative content for it both commercially and non-commerically, as long as you mention me as the original creator and distribute your transformative content under the same license.
Also it feels super flattering that someone wants to write adventures for this!
The fonts I used were Seagram tfb for the titles and Source Sans for the rest of the text.
Hey, no prob! Thanks for some well put-together criticism. I might think about revising and rewriting some parts of the text sometime in the future, since, as you said, in a lot of places the rules are worded in a way that's kinda awkward and overly long (due primarily to english not being my first language, I guess)
This is probably one of the most solid OSR systems I've come accross recently.
I have a little question about death, tho. The zine doesn't seem to mention under what circumstances a character dies. The advancement section mentions that you increase your HP and one of your stats when you reach 0hp and survive, which means that simply reaching 0hp isn't enough to kill you, but it doesn't specify what circumstances would cause you to not survive after reaching 0hp.
For now I'm just going to assume that reaching 0hp doesn't kill you but you die if your hp goes into the negatives.
So I just finished making a little minimalist top-down shooter for this jam, but I have a problem. I made it using the demo version of GameMaker Studio 2, and I didn't know you can't export games from the demo version, so I ran into that problem this morning when trying to export the executable to submit it. You can only export games from GMStudio 2 if you pay the $39/year subscription, which I really can't afford right now.
So I was wondering if there's anyone here who has paid for the full version of GMStudio 2 and would be willing to help me? i.e. I'd send you the game project and you could export the executable for me so I can sumbit it to the jam. I'd be really thankful.
WOAH! I haven't completed it yet but of all the non-update entries to the jam this is probably the most impressive one I've seen so far. The ammount and quality of content that you managed to cram into it within the jam's time constraints is truly amazing, especially considering it looks like you used original graphics and music only (which I wanted to do myself but ended up having to resort to placeholder graphics and music in some parts). Really really amazing work.