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Mathandyr

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A member registered Jun 30, 2019 · View creator page →

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Hey all,

I've been working on a party based rpg with idle elements about a Super Hero Mutant Academy School (working title), and am getting to the point where I could use the help of someone who knows the programming side of things better. I can read and write code but I don't always know best practices for things like storing and loading data for a game of this scope and I'm finding myself following a few tutorials just to find out a couple hours in that there are much better ways of doing things.

The concept is that you run an X-men-like Academy for people with super powers. Players recruit who they want, train them in various studies, and send them on Missions, which are a series of turn based battles.  While not on missions, recruits can be sent to various facilities to Study, which helps improve their stat gains when leveling up.

Story: It started when some kid posted a tiktok video claiming they've rediscovered a hidden muscle in the brain that allows anybody to unlock super powers and explains how to exercise it. Suddenly everybody has super powers. Yours is a connection to the Fates - Fortune, Cycles, Reminiscence, and Destiny - and in a vision they tell you to start a school to train super heroes against to fight in an oncoming catastrophe. 

All of the following is drawn by me and is a work in progress.

Recruit a variety of unique students that evolve as they grow in power from Civilian > Recruit > Hero > Destined. So far I have 10 planned.


Improve your Academy to unlock different stat boosting facilities for students to study in.


Utilize student specializations to craft various bonuses and tools. Leah can grow and study plants, and then use those plants to brew potions for Combat with various, long lasting effects.



Send recruits on missions to fight bad guys and save the city!


If this sounds like a project you'd like to get involved with, let me know! I'm unable to pay for this help, but I am absolutely willing to work something out/talk about monetization. As such, I don't expect this to be a high priority for anybody and would even just appreciate advice and being pointed in the right direction.

Thanks everyone.

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TLDR: Seeking writers to write 1 - 3 paragraph Setting descriptions and Encounters for a text based game with light branching choices. Specifically seeking writers who can set an otherworldly and alien tone with concise, descriptive and comprehendible writing. My budget is $100.00 USD a month, which I am hoping to get 4-6 Encounter/Setting descriptions out of, at about 70-140 words each (0.20 - 0.35 cents a word).

*the following artwork is not finalized.

Full pitch:

You are a god, and the Universe is ending.

Seeking writers to help flesh out 6 otherworldly characters and the Universe they inhabit. 

In the game players take turns resolving text based Encounters in a race to prepare themselves for the endgame when it's decided which gods survive the End, and which concepts are stripped from the Universe forever.




As the Universe collapses, sheltered Fragments of life, society, and technology that somehow hold together - be it by science, magic, or luck - wait for players to explore them and uncover the powers they conceal, but only if players are able to navigate the various Encounters within.



Encounters can be dialogue with alien beings, exploration of abandoned facilities, combat with a cosmic predator, whatever the infinite abyss could possibly offer. Being clear and concise is important though - the intention is that players might read Encounters out loud in a multiplayer setting. Think JackBox for DnD lovers, read by visual novel let's-players.... :)  

I prefer to emphasize the wonder of space and exploration rather than murder-hobo style gameplay or dwelling too much on nihilism. "Yes the Universe is Ending, but there is a lot of evidence that it's just part of a grander cycle." Of course, there is room for a little of everything. I would like the writing to be as diverse as the cast of gods, ranging in tone and style. I look forward to hearing from all kinds of writers.

Please contact me to discuss ideas!

Thank you,
Discord: Mathew#2492

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Looking for help to build a prototype of a game I have been working on for a while. I have all of the placeholder graphics and ui assets created, all of the initial mechanics are thought out with detailed design documents and flow charts. I just need a working model of some moving parts to work out the kinks and get this thing going.



It is a turn based, story driven card game with very few moving parts. Players take turns choosing "planets" (colorful circles dotting game board) to visit and resolving text based encounters through multiple choice responses. Once everyone has taken their turn, the "planets" all move closer to a "void" (large circle at bottom center of the game board) that destroys them on contact. Players have inventories and abilities they can use on their turns, but that part isn't as important as getting a working model of the game board pictured above.

Looking for a Unity developer that can help me hammer this out. I can afford up to $200 USD a month, whatever help that gets me. Thanks.

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I am looking for a programmer that can help me build the framework for my game in Unity so that I can focus more on the art and writing. I am hoping to find someone who is committed to getting a simplified working model done.

The pitch: You are a god, and it is the end of the Universe.
A story driven digital board game, 1-6 players take on the role of one of six gods and compete or cooperate with each other while attempting to prepare for the end of the Universe - and for life afterwards.

The Game Board:

The game is turn based, and each player has an inventory of cards with various effects on the game. Every round a number of planet "Fragments" are generated, and each "Fragment" moves towards the "Void" where they are destroyed on arrival.

Players can visit Fragments on their turn in order to play through "Encounters" for various rewards, and build up to 3 structures on each once the Encounter is successfully cleared. Encounters are illustration and text based;


Nearly all of the conceptual work for this project is complete, every UI element you see here is done and ready to go. I just need a working model to balance some things out.

Thanks for checking this out, hope to hear from you

Mat

MathewFromPortland at Gmail

Discord: Mathandr#2492

https://www.twitch.tv/mathandr

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Many Faery Cards come with quotes, proverbs, fortunes, and stories written on them, most of which are simply flavor text. Some, however, can be interpreted to have an actual effect in the game that takes place when the faery is announced. These actions are called Quirks.

All players must agree to use Quirks before the Gambol begins. When a player announces a Faery Card with a Quirk, they read the text on the card out loud and then make an argument for the effect their Quirk has. It may be a good idea to have an unbiased referee help decide what Quirks are fair. If the Quirk is deemed valid, it takes effect. Write the effect of a Quirk in your own instruction Tome beforehand to help back up your argument!

Quirks should not;

  • automatically win a Gambol.
  • make a Faery Card immune to Banishing.
  • Banish other cards based on Runes alone.

When coming up with your own Quirks to add to Faery Cards, being vague is encouraged! In the Faery World, the discussion of what some Quirks actually mean is half of the fun. 

“Glimmer fae love the morning after a damp night, when all the grass glistens in the rising sun. On these mornings, they become twice as difficult to chase away.”

“Sylguia, the hopeless romantic, waits for their perfect match. If, one fated day, Sylguia is played against a card with exactly matching Runes, the opponent’s fae is “charmed” and joins Sylguia’s side.”

Just like everything else, Quirks should be fun! If a Quirk makes someone laugh, it should probably work!

The following are some Quirks I've come up with for a few of my Faery Cards


Text on Bulbura's Card: Bulbura will stop to tend any flower that needs a little TLC. There is no plant their green thumb can’t bring back from the brink.

Effect of the Quirk: Bulbura’s ability to tend flowers allows her to bring a Flower Fae back from a player’s graveyard when played.

Text on Regalhorn's Card: Regalhorns treat all homes like palaces. The “Grand Tour’ is their favorite tradition and can take hours - even in a one room abode.

Effect of the Quirk: When a new Faery Card is played Regalhorn can volunteer to take them on a tour of the place. Both Cards and their Runes are taken out of the Gambol for a round returning to the Gambol on Regalhorn player’s next round.

Text on Secret Keeper's Card: Keeps a secret locked and safe.

Effect of the Quirk: The A player with a Secret Keeper can use a turn to put one Faery Card under the Secret Keeper Card. When the Secret Keeper is banished, the hidden Card is revealed and played, their Runes taking effect.

Text on Bruzuzu's Card: Bruzuzu has a beautiful magic mirror shaped like a spade. Oh! But you should never look into a witch’s mirror.

Effect of the Quirk: If an opponent looks into a the mirror on a player’s Bruzuzu card, the player gets to look at their opponent’s hand and play their opponent’s next Faery Card for them.

Text on Gafurth's Card: Gafurth is a bit of a klepto, but they swear it’s all for the trinket shop they dream of opening one day. They always promise full credit.

If an opponent has a Faery Card in play of an inanimate object the player can use a turn to have Gafurth steal it, putting it into play under the player’s control.



Bloomhearth Fae are by far the most social and prolific House, and are therefore the most friendly towards humans. Bloomhearth was born from The First Seed and is overseen by the Three Petals, powerful faery that keep the Seed safe. The realm and its denizens are infinitely complex, but all are pacifists.

In the Faery World, every plant harbors magical properties and, though most fae don't need food to survive, faeries can often be found gifting each other berries which hold some of the most potent magic. The sour kick of cranberry juice is a sure fire way to cure the "Monday Blues."

Ceayl claimed it was the emerald they planted in winter that made their garden bloom so well every spring. 

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Did you create an amazing Faery Card and want to share it with others?  Submit them here!

This is a humo-fae, Iccori, one of the first faery I ever encountered. You'll often find the humo-fae on the edge of civilizations, especially in wooded areas, quietly observing their favorite creatures to emulate - us humans. Because of their fascination with humans, they are naturally keen to make friends despite their fear of us. 

Feel free to add Iccori to your deck!

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Sorry for the following mess, the formatting tools on itch are a little unwieldy. Working on making this look a little prettier, but also wanted a non-PDF version of the rules somewhere 

Thanks all <3


Faery's Gambol Standard Ruleset

Pregame: Presenting Runes

In order to play Faery’s Gambol, you and your opponent need your own set of Rune Cards, which need to be made up of at least the 12 primary Faery Runes. Each player also needs a Faery Card Deck made up of at least 15 Faery Cards.

The 12 Primary Faery Runes. Rune Cards are used to keep track of a player’s “score.”
Some players may have more than the 12 Primary Rune Cards in their deck. To ensure the game is still playable when this happens, Rune Matching is required, as explained in the Advanced Rules section.

If you don’t have either Faery Cards or Rune Cards, free Cards and Decks and instructions on How to Create Faery Cards can be found at: http://Mathandr.itch.io/Gambol

It is customary to work with your opponent before playing to create a Faery Card together that goes to the victor at the end of the game. This is entirely optional but very much encouraged.


The Game Begins

Once each player’s Runes are set up, both players draw 4 Faery Cards from their deck into their hand and decide which player goes first.

A round consists of each player taking a turn to play a Card in front of them and drawing back up to 4 Cards in their hand.

Each Faery Card has a drawing, a House Symbol, and a number of Runes drawn around it. 

 A Faery Card’s House Symbol determines if Runes are “sent Forward,” “Collected,” or otherwise as explained in the House Rules section.

 The orientation of the Runes on Faery Cards to each player is important. Unless specified by an individual House’s rules, Faery Cards must be played right side up.

Terms of Victory

The goal of Faery’s Gambol is to be the first to have any 5 unique Collected Runes on Faery Cards in front of you for a full round. If you begin your turn with 5 Collected Runes not counting duplicates, you win!


Collecting Runes

Players “collect” runes as soon as they play Faery Cards with any number of Collected Runes on them. Once a Rune is collected signify that you have it with your Rune Cards by making a stack of Collected Runes, “tapping” Rune Cards, placing tokens on Collected Runes, or any other way you want. You can lose Runes just as easily, so try to keep it simple.


Banishing Opponents

A player can remove an opponent’s Faery Card from the playing field during their turn by playing a new Faery Card with matching Forward Runes. The example above can be banished by anything with a Rune in its House’s Forward Rune position(s). When this happens, the banished card is discarded, and whatever “Collected Runes” it provided are removed from their owner’s collection.


Opponent cards can only be banished using at least one Forward Rune from a newly played Faery Card. Forward Runes that have been played in previous rounds can only be used to banish opponent cards if used in combination with a Forward Rune from a newly played Faery Card. Individual Runes can only be used once per round against one other Rune. (This means Bloomhearth House Cards
can only banish 1 card when played, while Hobgob House Cards can banish up to 2). 


House Rules

Each House has slightly different rules to playing their cards that can affect the game in a variety of ways. There are three major Houses included in most Faery Card decks that I will detail in this guide; the Bloomhearth House, the Hobgob House, and the Silent Rune House. If a player has additional Houses included in their deck, it should be discussed and agreed upon before a game if those houses can be used.

 The Bloomhearth House
When a Bloomhearth card is played, one rune should be pointing towards the player’s opponent, this is the House’s Forward Rune. Two runes should be pointing towards the card’s owner, these are the House’s Collected Runes.
The Hobgob House
Hobgob House cards are the reverse of Bloomhearth House cards. When a Hobgob card is played the player only collects one rune, but the card has 2 Forward Runes. Forward Runes are used when banishing or defending from being banished. The more Forward Runes a card has, the more difficult it is to banish.
The Third House: the Silent Rune
The Silent Rune House Symbol is a sideways S, and 2 Runes are added in the nooks on either side. They are a secret organization of faery try to keep the Faery World secret and safe from those who would wish it harm. They are considered the “turncoat” House because of their ability to be played in reverse. Bloomhearth and Hobgob Houses can be described as reverses of each other, but Silent Rune House cards work a little differently.
The only way to defeat a Silent Rune House card is with another Silent Rune House card.

Silent Rune Cards only have one Collected Rune and one Forward Rune. Silent Rune House Cards can still be used to banish non-Silent Rune House Cards with its Forward Rune.

Finally, Silent Rune House Cards can be played in reverse, meaning you can swap Forward and Collected Runes depending on what you need.




Advanced Rules
Once you get used to the Standard Ruleset, other rules and Houses can be added to shake things up.
The real game has literally thousands of rules and regional variations, and I swear I’ve seen some
rules made up on the spot. “Ygh Fae can’t be banished from wooden surfaces!” “That Rune doesn’t
work after sundown!” “A Binglydum can’t be on the same team as a Gukackle!”
Quirks!
One of the most common variations people love to include on their Faery Cards are Quirks. Quirks
are rules or actions that are written on cards that can change how they are played in specific
circumstances. Both players should agree to use Quirks or not before playing.
Quirks should not;
~ be able to automatically win games,
~ make any card invincible/unbanishable,
~ banish or otherwise hamper opponent cards based on Runes alone.
Being vague is encouraged! In the Faery World, the discussion of what some Quirks actually mean is
half of the fun.
“Glimmer fae love the morning after a damp night, when all the grass glistens in the rising sun. On
these mornings, they become twice as difficult to chase away.”
“Sylguia, the hopeless romantic, waits for their perfect match. If, one fated day, Sylguia is played
against a card with exactly matching Runes, the opponent’s fae is “charmed” and joins Sylguia’s
side.”
Just like everything else, Quirks should be fun! If a Quirk makes someone laugh, it should probably
work!
Matching Runes
If a player has more than the 12 Primary Faery Runes in their deck and their opponent doesn’t have
matching extra Runes, the player must stack each of their extra Rune Cards on top of one of the 12
Primary Faery Rune Cards, distributed as evenly as possible. These are called Stacked Runes, and
each Stacked Rune acts like the Primary Faery Rune they are on top of when played.
There are 2 additional Rune Cards in this deck that become Stacked Runes. In a game with this setup,
is the same as and is the same as

Faery's Gambol community · Created a new topic More To Come
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The Standard Ruleset and the first batch of free cards are released and suddenly belong to the world, but it's far from finished. 

The following is in development and will be released in the coming weeks:

  • How to Create Faery Cards from Scratch doc
  • A Rune Guide
  • Faery Cards without Runes or Houses, so that you can fill them in however you want.
  • More Faery Cards, including special edition, colorful Faery Cards.
  • An introduction to a new House.