Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Jaclyn Lewis

6
Posts
50
Followers
34
Following
A member registered Jun 07, 2020 · View creator page →

Creator of

Recent community posts

Oh, that's nifty! It makes it so that the Gnomes can use spells more often, but it preserves the proportions (d4 gets to use them the most, d6 the second-most, ect). And the illustrations are very fitting (especially those that incorporate the Gemstones), so it feels like a good use of time. 

Thanks for directing kids toward Perch and Rescue! I run RPGs for a lot of young people in the prime Pokémon-card-collecting age group, and that interest bleeds into our games a lot, haha.

Reading through this went so fast; all of the rules felt like prose, they were so charming to behold (Gname and Prognouns really got me). The thematic elements and tone of the game are so clear that I feel like I could write a one-shot in it without any further prompting. The mechanic of glamour is a great addition (and clever use of the d12), that elegantly gives space for a bit of leniency but keeps things moving - and the tension increasing as time goes on!

It does look like there's an error underneath the description of Spelling, where it says you succeed on a 1, 3, 4, or 5, while I think it should just be a 1. And, though I may be biased by my own foray into Polymorph, the game feels light without any Edges for the Gnomes to choose. But overall, this was truly a delight to read, and seems like it would be a ton of fun (and a bundle of hijinks!) to play. 

I really enjoyed reading through this, and I think it's a good combination of the Polymorph system and the monster- collecting genre. Thr part that most intrigued me was having a PC be a "unit" of Trainer-and-PolyMon. It's not only a cool concept, but it makes the role types easier to conceptualize (which I fear I struggled with a bit in my entry). This also worked really well with the concept of the Heart Trainer and the idea of a thoughtful trainer being one who is aware of the PolyMon's Traits (using 1 roll as a way to incentivize players helping one another was also a clever addition)! The list of Traits was clearly well thought through and not so open as to make them useful in any situation. 


I do think it's possible that you switched the success numbers for Clash and Endure (either that or we interpreted them very differently). Also, while the descriptions for Endure and Overcome were clear, I could definitely see the terms themselves getting mixed up (same with Bold and Brash). But having the Role be a "Trainer Style" was fun (and decoupled from identity so much as choice, which I appreciate), and I found the "what would you do" element (in deciding what Style to pock) to be effective, clear, and charming. 


The idea of PolyMorphing is 1) a great pun 2) a good way to incorporate evolution from Pokémon, and 3) helpful for scaling and an elegant fit with the Traits system. I can see the PolyMorph in a pinch rule being a really fun one in practice, especially in creating interesting PolyMon as the situations call for them. This seems like a fun and elegant game, and I hope folks get a chance to play it!

Very much so! I loved the first Tiny Tome book. You can reach out at jaclyn [dot] lewis [dot] reads [at] gmail [dot] com or via my contact form

That's super helpful feedback! I grew up playing Yahtzee, so I'm really glad that the writing made the mechanics clear. And thanks for the typo catch as well - it's fixed now!