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loaded-icosahedron

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A member registered Aug 06, 2021 · View creator page →

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FOURTEEN is succinctly beautiful. The first sentence is one of the best introduction an OPRPG. I wish I could be this succinct and pack a punch in a few words.

I love games which force players to change their approach along a dialectic. Love the mechanic of flipping a die. Also, rolling 4d6 against 14 is also cool. Anything more to say about it seems belabored because of its simple execution.

Adding this to my To Play when my next regular session gets cancelled folder.

Evocative, elegant, brilliant.

This is such an enjoyable read. I had to google to understand the titular pun he he.  I love it when RPGs treat the games as gambling with story. I think the premise and the goal are distinctive, but full of easily imagined implications. The character creation gives so much in so little. I don't know how balanced the jobs are (balance in terms of spotlight and agency) but will definitely try to play to find out. It is commendable that you managed to fit in Captain's directives and safety tools in this. 

But the Hands mechanic is perfect liquor for not just this particular cocktail. It just screams fun and playfulness. I would love to hack it.

I think the section header with the black stroke don't quite work. See, if replacing the stroke with a darker tint and removing the stroke looks good to you.

Keep publishing more! I am excited to read what else you create.

- Vish.

Hi,

I like the premise and the character creation. It is interesting how madness turns on its head when acting on your fears.  Here are a few of my thoughts and questions in no particular order.

  • I think for a broody cosmic game, an end (win) condition defined by number of successes is weird. How would you describe typical positive endings, the ones that don't end with crew madness, of a story with BAB? 
  • I assume clarity would reduce madness, but does it ever go positive. In the other words, do you think madness can go into negatives? Do you have any guidelines for a player to roleplay with differentially with varying madness?
  • The plot hooks are all juicy and narratively kinetic. Except maybe the space whales, I am not sure if they are a threat or an objective. I would run with that hook anyway because I like incomprehensibly gigantic space whales.
  • The Power Dice. If someone needs to make a check with one of the Ship systems, is the difficulty still falling between 1-10? That seems a bit unwieldy. 
  • The readability can be improved by picking a different font (a sans serif maybe) or reducing the opacity of the background in the text body area. There is an inconsistent spelling of GameRunner in The Ship portion, and the C in Crew profile is sometimes capitalized and sometimes isn't.

I hope this helpful and you find it constructive. If that is not the case, I apologize.

— Vish

Hi, 

This is a really fun idea and concept. The setting is something which is easily imagined and populated. I share the same feeling as Danny Wall that it is missing some kind of obstacle/conflict examples or generators. I would love to know what ideas you have for them.

The O&O mechanic is fun and I like how friends can help each other out narratively with it. 

I love the artwork of the blobby amoebas and their details. I think it would be helpful for a reader if the middle portions of the text (How to play, Stats and Character Creation) were laid out from left to right because how they rely on each other for comprehension. I think a less weighty body font would help readability and the look. : )

I am interested to see what you would create next!

-Vish