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K-Ramstack

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A member registered Apr 05, 2020 · View creator page →

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This Mirror has People In It is a game about the people who haunt your mirror and how you help them.

You start by determining which ghost is haunting you by flipping a coin three times and consulting the table. You then decide, or make your own question for each ghost. 

You encounter a ghost three times, and each time you get to ask them three questions which help you determine who they are and how you help them. 

The game ends when you have successfully helped all the ghosts. I played a bit of a shorter game, only helping five ghosts, so I didn't do any of the end-game ghost conclusion, but you can read what I wrote HERE!

Cats Know Things a game about gossip, scandal, and the people (and cats) who make a living of such things.

You play as a little cat who has a magical means of communicating with your owner. Having decided to capitalize on this, you are sent out into the depths of society to gather as many secrets as you can so you can report them back to your owner. 

You first start by making your cat and their relationship with their owner. You roll to see what breed you are, then answer some basic questions about your relationship. 

Then you get to roll to discover the secrets. You roll to see who, and where, and then decided which tables to roll from next. Did something happen in a social gathering? Or is their  a romance for a dark secret?

Then you roll to decide if your human is interested in the information that you gathered and after 6 juicy secrets you roll to see how well your publication went.  I played a slightly modified version where I only rolled for 6 secrets and published a smaller pamphlet with the interesting ones instead of rolling until I had 6 successful ones. You can read my playthrough HERE

You have lived more than once, and you will relive your memories and experiences again to see how they will change your future. 

Incarnation is an Anamnesis game in which you recall one of your previous lives through each of the acts. You start by creating your character, their current situation and attributes, then live through a life as another person, an animal, a plant, a finally an object. 

Each Act you answer questions about your past life and reflect how it is similar to your current life and what you can learn from this previous life.  

I played as a mirror-maker socialite who had to decide if they cared more about being remembered for creating something great or if they were more interested in making social connections. You can find my playthrough HERE

You are invited by an old friend, a doctor in psychology, to spend the night with fellow volunteers at one of the most haunted houses in America, and you may not live to see the morning

Hawthorne Manor is a guided story-writing game, in which you create your cast of characters by drawing cards that represent their personality, their connection to you, their profession, and their secret. 

Then over the course of two days, you will answer story prompts or explore and generate rooms by drawing more cards. When answering story prompts, you will sometimes need to roll the 1d6 for further prompts on what action occurs.

The very nature of the house and hauntings change each time, which allows for multiple playthroughs that can all feel fresh. In my playthrough, the house ended up wanting to eat me and my crew alive which you can read HERE

Pareidolia is a game about playing a member of an organization who's job it is to suss out, and deal with, evil entities that hide themselves in everyday objects. 

The game is presented as though it is a training guide to a new employee, complete with examples of how the entities come to be, where to look for them, and most importantly, how to deal with them. The evil entities, known as "Watchers" hide themselves in everyday objects, but still maintain a human-like appearance, hence the name "Pareidolia".

You are given several different ways of dealing with the entities when you find them, such as write a description, or replicate it in food then eat it, or even strike the same pose as the image. And while the game provides several pictures as examples, it's up to the player to find real-world instances of watchers to play. 

chose to write the descriptions and then crowd-sourced the images through the social media! You can find my playthrough HERE

Towers of Beacon is a short, simple game about playing as a lighthouse operator and encountering a vast variety of creatures and events during your time there.

You start by rolling what sort of event, then rolling again for more details about the event and finally to see if the event is dangerous. The game also provides a series of prompts that are available to answer, but you can always roll to see which one you get.

 I played for five days, encountered a bunch of ghosts and islands, and a warrior. You can read my playthrough HERE

Thank you!!!

Here's my map!! The details of my full playthrough are a bit long, so you can find them over HERE


You are a collector of the fantastical and the extraordinary. But first you must procure your goods, and when you do, decide what it is you will do with them.

This is a fantastical, and slightly absurd game about spending your $25 million dollars on magical creatures and either selling them, or cooking them up for an imitate dinner party.

You start by receiving a call from a potential buyer, rolling to see what they have, then rolling to see how much they are selling it for. If you buy it, you then decide if you wish to re-sell it, or have it for dinner. 

If you decide to resell it, you must first write an ad copy, then roll to see if anyone is interested. 

Once you have run out of money, or creatures to buy, you have your party, which you must roll for the guests, and then write down exactly what you had for dinner and it's accompanying recipe.  

I ended up buying 4 creatures, was unable to sell any of them, but then had 3 of them for dinner! You can read my playthrough HERE

For Prophet is a short simple fortune telling game, where you play as someone giving advice to clients. 

You start by rolling 1d6 4x to determine who and what your client needs, then draw a card. The suit will determine the focus and for the rank what sort of advice you are giving. You may play for as many clients as you like!

The game has you write as a mail service, but I chose to write it  as if I were an advice columnist publishing the letters, and wrote for three client. You can read it HERE

Is a game about exploring a spooky haunted house, searching for evidence of ghosts, and making it back outside before the ghosts get you. 

This is a Carta game, which means that it requires a large area to play. You start by placing the Ace down, and as you move through the house, each room will give you a prompt to answer and tells you how many doors, ie how many cards connect to the room.

You also roll to investigate which may produce an item, an event, or nothing at all.  

Unfortunately I had many bad rolls and only ended up with 2 items and 6 events despite making around 20ish rolls, so I didn't get to explore as much of the mechanic as I would have liked to. You can find my playthough HERE

The Dead Market is a game where, once a year, the living are permitted to mingle with the dead in a marketplace of horrors and delights. You have 24 hours to see all you can before you must leave.

This is a very short little game made on a single postcard with minimal instructions and lots of freedom. You roll 1d6 to determine what it is you do in the market, and then an additional 1d6 to determine how long it takes.

I got roped into helping a bunch of lost souls find their way before eventually fleeing the market since more were coming to ask for my help.  You can read my playthrough HERE

Hill Marks is a deceptively simple game that presents a hidden mystery among the pages. Make 10 symbols and their meaning then decide if you wish to pursue the mystery.

The game is presented as though it were a pamphlet informing you of the local geographic landmarks and instructs you on how to go about making your own symbols. You roll d66 and decide upon which to symbols you will combine, then create two meanings for the symbol. 

After making 10 symbols you now have the ability to use them to create an oracle chart, which you can consult using the 1d10. Ask your question, roll for symbol. 

However, the game also presents a mystery within the pages. Words are underlined, extra messages are abound, and a few extra tidbits clue you into a larger story. This is, however, completely optional, and players don't need to engage with it in order to play the game, though I would recommend using your oracle to explore it!

Here are my 10 symbols,


You can find my playthrough which has the meaning, questions and the answers HERE

This is a game about clearing out your mother's home after she has passed. You have three days before the creditors claim it and you must decide to take what means the most.

The game is played over the course of 3 days, each with a Morning, Evening and Night. During those days you have different actions you can preform during each segment, and depending on what your current stats are, you may be forced to do one over the other. 

The three stats are Boxing, representing how much of the house you have packed. Pain, representing your emotional state, and Exhaustion, representing your physical body. Each day your action will determine how much of these stats are filled out. For example, if pain goes over the threshold you must spend your action comforting yourself. 

Each day also has you answer various questions about your relationship between your family, the state of the house, and your emotional state towards your mother's death. You can read my playthrough HERE

Mizzenmast is short, absurdist game about dining at a seafood restaurant which contains fantastical and upsetting dishes, including salt that makes you weep, sentient mermaids, and creatures that want to be eaten.

The game presents itself as a menu, divided up into 4 sections in which the player rolls 1d6 for each for their order. But upon reading the ingredients it's clear that these aren't ordinary dishes. 

Fortunately the game provides diegetic explanation on each of the fantastical elements, including what it is, how it is prepared, and some consequences you might experience when eating it. 

It is up to the player how you wish to write/play the game, as there is only a  brief note at the beginning that you should "write down your experiences while eating." So whether or not you are on a date, or a food critic, or any other reason is up to you. 

I wrote a short description of each meal as if I were a food critic, which you can read HERE

The Artesian Well is a simple game about returning to your hometown and answering the prompts about the town and why you left. There are no random mechanics or branching paths but a simple set of questions, but does require you to make a simple map of your locations.

I played as someone who left to go to college in another town and has returned after many years to visit a friend. They had a melancholy experience remembering all the events in their past and eventually decided not to return to Olympia. You can read my playthrough HERE

Here's my completed page!! 

And I have some other ones HERE

Who Killed Mr. Anthen? is a murder mystery game where you roll for alibis, clues, and their legitimacy to discover who and why Mr Anthen was killed. 

You start by creating any number of suspects that you like, complete with their connection to the victim, their motive, and their alibi, then over the course of 5 Days, with only 3 actions each, you choose who to interview, or which room to search. 

When searching a room you roll a die and have a potential of finding 1 of 3 clues that are hidden in the room, and then you must roll to determine if it is real or fake. 

When interviewing the suspects you may ask about their motive or their alibi, and then roll to determine how likely it is they are telling the truth. 

Unfortunately there are a few typos such as some variables that require rolling a 1 on 2d6, which means it isn't possible to get this result, and others like the lie scale which include 6 as both 'likely a lie' and 'likely a truth' but all in all don't detract from the overall game play.

My Mr. Anthen was a mafia boss who ended up being done in by his own bodyguard for killing his brother, you can find my playthrough HERE

Lost in the Cemetery is short simple game where you first roll 1d20 to determine what sort of creature you find along your quest to leave. You then roll 1d6 to see where their instructions lead you with even numbers being helpful and uneven numbers being unhelpful.

The game ends when you have either reached 4 Helpful encounters, resulting in your success back home, or 4 Unhelpful encounters which result in a catastrophe.

I ended up going through 7 encounters and in the end was unable to leave the cemetery.  You can read my playthrough HERE

Father's Funeral Feast is a very simple game that only uses 1d10 to figure out who was the victim, how did they die, and why they died. How and what you write with these details are completely up to you. 

I wrote mine as a murder ballad, each verse describing how a victim died, for a total of 5 victims, and then two intro verses. You can find my playthrough here!

(1 edit)

Thank you so much! theres actually a little guide at the bottom of the itch page in a drop down menu,  but yeah i think maybe a hint about what happens in other endings would be helpful in knowing what items go together.

Thank you so much! I thought people might have a litte trouble with the different endings so theres actually a guide on the game page at the bottom in a drop down menu! 

Great aesthetic, and I loved the multiple endings and use of classical art. I'm not sure if this was intended (perhaps as a clue?), but viewpoint felt very tall, taller than the door frames.

Great art style! This isn't part of the game but the text on the itch page is a little hard to read and I had to highlight it to make it easier for me.

A very charming little game!

Very good premise for a game and an excellent style! Unfortunately, I found the sigil right away so it ended up not needing to look at any of the other objects in the room, although reading the other comments I think I might have gotten lucky. I do however, think it would have been a little more interesting to not have been told what entity we were looking for and have the player suss it out themselves with the context clues in the room, but this is a very promising start if it were to be expanded out into a longer and larger game.

Thank you so much! I love making itch pages!

Great aesthetic, but I wish you could either make it full screen, or have larger font since I had a hard time reading some of the text.

Lovely story! Loved all the different endings! 

A very fun short-fiction story that presents itself as a small snapshot of something larger that leaves you with more questions than you start.

Thank you, thats so nice to hear! 🎉

Phenomenal as always

An Angel has Fallen and lives within your computer's circuitry. You may ask her 3 questions until she is rended by Heaven.

At the start of the round, you ask her a question then roll 5d6. Depending on how many matches you get, the answer changes. You might already know the answer, you might have to face a harsh truth, or she might not answer at all. 

Regardless of your outcome, after three rounds, Heaven comes to pass judgement on her and the game is over.

You can find my playthrough HERE

Thank you so much for playing!!!

Incredible stuff! I know next to nothing about coding and was able to get it to work! 

Omg i'm so glad!!! So much stuff gets lost and i'm so glad you were able to save all your old work!!

Thank you so much for the mention!!

Thank you so much for playing! This is the reason I made the game and I'm so glad it resonated with you!

thanks for the heads up! Its been fixed now! 

1 Player: 44 pages/ 21 spreads including front and back cover
2 Player: 48 pages / 23 spreads including front and back cover