thanks. It was my first foray into TTRPG, and tunnel goons made it very easy.
Jason Pickering
Creator of
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yeah I don’t deal with Sci-Fi much but my favorite is hitchhikers guide to the galaxy. And I wanted that like really jaunty corporate tone. My one idea that didn’t have time to add, was an AI in the mecha that was similar to Clippy meets the boss from office space. An easy way for the GM to talk to players while also being like “you have done fantastic and will receive a 3 credit bonus! A MANDATORY 3 CREDITS HAVE BEEN DEDUCTED FROM PARTYS NEXT PAY TO SHOW THEIR APPRECIATION.”
my name is Jason
I don’t do much with TTRPGs but I enjoy the design behind them and I have been doing more investigating I to Solo RPGs
this is my first time in this jam, although I have made one other one page RPG, called Kobold Krew.
I hope to make a mini-zine format RPG that will probably be a hack of Tunnel Goons. I have a bunch of ideas but not sure which to go with this time.
So I have finished my first TTRPG and its called Kobold Krew. It's an easy to learn, rules-lite role-playing game, where players adventure as kobolds, small clumsy dragon like creatures. I based this game on Tunnel goons by Nate Treme, Its a small booklet that has quick character creation, and an easy 2D6 resolution mechanic that allows for lots of collaborative role-play and imagination with easy stats and inventory management. Beware your actions though, failure may end up hurting your teammates more than the monsters.
this game and all the people hacking it inspired me to make my own. It’s early but I like what I have so far.
features
- Players get quirks that can help or hinder.
- Failing roles may damage the other players.
- Use flukes to refill dice and negate damage
this is pretty early but I hope I can get some feedback. The final layout will be a mini zine book made from a single sheet.
So this will be a change log going forward of everything different.
3/16/16
- The Slime has been replaced by the bandit as the basic enemy
- The slime now removes one max HP if it hits you.
- Potions Spawn less
- added some small effects
- A bandit will show what it type it steals
- changed the HP UI to show max hp also.
3/22/16
- Added the new Salamander Enemy
- Redid the Main Character Sprite.
- changed scroll sprite to fit theme better as a book page
- added the amulet treasure (Might get back a spell after casting)
- Changed the HP to a bar instead of a number.
- Added a title screen
- new animations and effects
- Pages move
- Heal Animation
- Feather animation (Placeholder for now. Need a better item for this)
- Clouds! pretty cloud shadows
- Book actually shows up on the last level.
Well Big updates to this so far.
So these are the changes:
- I have changed the resolution and the layout of the screen.
- The inventory has been changed and now holds both spells and treasures.
- Treasures are items you carry with you and have passive benefits
- Feather - Will heal you if you die (Needs a better name,)
- Shield - increases your max health by 4.
- Life Leech - small chance to gain a heart when you kill an enemy
- I removed the potionize spell
the game feels good now so my next tasks are
- Add 3 new spells (Not sure what yet)
- add 3 new treasures (Not sure what yet)
- add 2 more enemies (not sure what yet)
- name the game
- Create the intro, ending, and dying scenes.
the main thing I was kind of aiming for was Items. I wanted the player to be really focused on using the items they found to try and beat the levels. I think the problem I have at the moment is Items are too limited in their scope. The Fireblast and stuff are nice to blast out walls and I have done that to create shortcuts to get to the exit. I wonder how it would feel if I removed attack all together, but that means I need to find a mechanic where the player always has items. I am also wondering if maybe I could go further and use items as a type of currency maybe have the player sacrifice scrolls for health or something.
Edit: oh about the Art. I am using the Pico8 color palette as a challenge to myself. It allows only 16 colors very limiting, but limits breed creativity.