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InternalRockStudio

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A member registered Jul 07, 2024 · View creator page →

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Yes we did, we always thought nazrat would love this <3 /s :D 

Thank you for your nice words <3

Thx for the Feedback! Bell Tower Gargoyle was directly inspired by Darksouls 1 :D loved that boss fight. Nicely spotted ;)

Thank you, i think it was a last minute edit :D so it was worth it <3

Thx for the feedback, it is very helpful! That fight is pretty hard to balance because of the weakness and strength of the monster (Same problem like before i guess). We had a playtest group wo nuked the chest and killed him pretty fast and one were they fought him in complete darkness, all their attacks had disadvantage and one of them even died. 

Personally I like the strength/weakness of the monsters but maybe it is better to get away from this type of design. Not sure, it is hard to balance but players love it when they find the weakness. 

But thx for the Feedback, i will keep it in mind <3 really appreciate it 

Thank you <3, took a tone of time. I feel what you say, a lot of other works also incorporated art or maps in a creative way which expanded my horizon a lot. In retrospective we should have done more art and incorporated it even better. Like speech bubbles for the npcs and they tell the reader what they want in their words. We definitely learned a lot in the jam.

I think we misunderstood the allowed pages. We thought we only could use 8 dina4 pages and thats what we used. The font size was set to 13 px at the beginning but we needed to reduce it to 11 because of the little space.

Thank you for your kind feedback <3

Very cool map!! I love it you painted it on a battlemap <3 I think i have the same battlemap :D

(1 edit)

Was a coincidence, I was currently writing about our new Knave 2e one shot for the Knave 2e Jam. 7 monster for 2 players is a lot! Did they use a bludgeoning weapon? Because thats a general problem with the resistance/vulnerability design of DnD. It is very hard to balance the stat block in a way so the monster has enough Hit points to be fun fight when the players exploit the vulnerability and also not a overkill if they don't. The monster needs to be defeat able for players who attack it with resistant damage types, too. It needs to be a very hard fight but it needs to be possible. So thats the dilemma in that situation, i hope thats understandable :)  

Now I am also intrigued, how did they do against the final boss? Did they directly focus the chest ? Also did the "action fight oriented" boss work well ? 

Thank you for your Feedback!! Hope you had fun. Am I allowed to ask how many of the skeletons you used ? In the playtests most parties of new players, nearly wiped at this fight because they fought the skeletons and never focused the captain (They also did not use bludgeoning weapons). Did you played it with beginners or veteran players? 

That helped a lot! thanks

All thanks to your feedback!

Me and my friend made a one shot we want to present. We felt like it took ages of our lifetime to create this. This is a one shot for new or first time players which will take them from level 1 to 3. They will travel through the "Schattenwald", a dark forest were they will fight dangerous foes and meet the friendly halflings Goto and Boto. After a feast and some rest in the cozy halfling inn, they hear the history of the Tower of the Blue Watch. A once mighty tower that is now haunted after its keepers vanished one night. What secrets lie within? Only only way to find out...

You can download it for free here: https://internalrockstudio.itch.io/thetowerofthebluewatch