Thank you so much for the lovely review, Bez π
M. Kirin πΎπ Virtual Writer
Creator of
Recent community posts
I played this on stream and had a very good time! I love the theming. It's very easy to pick up and play, there's hardly any friction (albeit for a couple examples I will point out in a sec). I had a lot of fun playing digitally, though I bet this plays even better with the physicality of tokens and the cards on the table π
I don't have any negative criticisms (I really liked your game) though I have a couple points.
- During play I spent one of my (+1)s, rolled 1d6 and got a 6, which made my result into a 7. The rules say that you succeed on 5 or 6; and that if you roll two dice a result of 7+ is a failure. The first rule doesn't really account for the (+1)s causing your roll of a single dice to overflow past 6. My chatters and I went back and forth on this, rules as written says that 7 is a failure (because it isn't a 5 or a 6), but that feels against the game's spirit. I don't think that was the intention. Again, just my 2 cents so maybe I'm reading this all wrong~
- The game's wild-west theming didn't really hit me until after I started reading the locations (and also a chatter pointed out the gang members were historical figures from the wild west). I have nothing against western games, this aspect of the game's theming just wasn't clear from the store page / the rules~
Overall, a very fun game. Thank you for making it! π€
This was so much fun! What a killer theme you have here (pardon the pun). I love how the title perfectly describes what you do / the main crux of the game. I played this on stream and everyone had a good time π
If anyone reading this would like to watch my very silly play-through of 6 Bullets, you can watch the vod here (segment starts 13m).
You did SUCH a good job with this, Ronnie! I love the visual style as well as the color in this setting (the idea of hares delivering mail is SO cute). You went 110% with this one for sure. I had a total blast making a character from nothing and learning about them (and their backstory) over the course of play. I also think it's really cute that you left space at the end for people to take notes/braistorm ideas~!
Overall this is a very good, delightful journaling game. I'm so proud of you, friend π
This was really fun to play! I really appreciate that it comes with a cheat-sheet for how to read Tarot for people who are not used to it. This was a delightful way to build a character~
PS: I played this game on my stream, if you would like to see it in action you can check out the vod here (segment starts at 1h 37m).
I said this on the store page but it bears repeating: this game packs a lot into a small package. I really love the DYI facet of it; rat chests as a concept is pure genius. Maybe it's because I'm a DYI bitch person but it really made me want to get an Altoids tin and make my little chest! And the tokens!! There's so much care in here and it really shows.
I do want to add that I played the game solo, but I really had a good time with it. The rules were frictionless and easy to grasp/remember. I hardly had to look at the rules while I played. I also really enjoyed the setting you created here, it gave me a jumping off point for my little solo episode~
I don't have hard criticisms (I think you have a really solid system here), though I was confused at two points in my time playing. During character creation the player is tasked with picking a "starter weapon", but there's no clear indication what a starter weapon is. My second confusion goes hand-in-hand with the first. I assumed I could just pick a weapon from the ones listed in the shop. It was then I noticed weapons come in light/medium/heavy types but... there's little mechanical difference between (other than light allowing for dual wielding). I assumed heavy weapons required two hands to wield but there's no mention of that in the rules π
All things said, I had a very good time playing this game. You have something very lovely here ππ
Everything about this game is just so good. I love the aesthetic, how compact it is, and the theming! I actually ended up playing this solo on my stream and had a great time. This game packs a lot into a small package~ π
If anyone would like to see my silly one-player play of this game the segment starts at 1h 54m!
Absolutely delightful! This game is so much bigger than it seems. There's a lot of systems here and I think you did a great job bringing them all together. You did a lot of good here; the theme, the layout, the complexity. But there's so much you did amazingly. I love that there's an end-state. I love that there's a game-play loop. I love the thematic and mechanical implications of permanent renown. It's just so good!
I do have a couple criticisms based on my time playing, though it isn't a lot. A part of me feels conflicted about the dice mechanic. On one hand rolling more dice feels good but it also leads to 1's (Critical Failures) happening a lot more often. Then again, it makes the narrative more exciting. All of this being said, I don't think you should change it.
The only thing I would like to see added is an explanation of what happens when a roll leads to all the successes and failures being met for an encounter at the same time (aka this encounter asks for 3 success before 3 failure but I rolled 6 dice and met both criteria). It happened multiple times during my time playing and I assumed that success would take priority, but it would be nice to see a clarification on this.
Once again, very good job! I legit can't wait to play more β₯
First off, this game feels like it was made for me. The tone and setting are perfect. I love the idea of upgrading your weapon as you fight stronger foes. The art choice was sublime. I love the fact that you used icons/symbols, it made the game more visually interesting. You have something really good in here.
As a game designer myself, this system here made my brain think. Again, you have something really good here. That's why I felt the need to offer my honest criticisms. I found myself having trouble playing the game because the rock-paper-scissor intention of the game systems didn't really manifest. I feel like there is a piece of the puzzle missing in order to make everything click into place. At this moment, there is essentially no reason to ever choose block over parry/attack. Playing defensively doesn't advance the game state. Another aspect of the game that aggravates this issue is that foes act randomly. I really wanted to get into the flow of the game, envision my moves against my opponent's, but imagining my character ready to parry only to have the opponent block (or also try to parry) kept throwing me out of the fiction.
I don't know if it would be prudent to offer ideas, but I'll just toss my two cents. Feel free to ignore. In playing, I wondered if maybe having a resource (stamina?) that costs differently depending on what kind of action the player wishes to take would help? An incentive to keep players from playing defensively? As for the randomness of foes, maybe an "AI" table foes follow in order, kind of how bosses in action games have patterns players must learn? Again, just a few thoughts. Nothing more.
It bears repeating: I like what you created here, that's why I've gone out of my way to leave feedback. I would love to see you expand on this concept. Thank you for reading, and thank you for making this game!
I had a very fun time with your game! I played it on stream and people really enjoyed it. I have to say, you packed a lot of stuff into a single page. There's real character here. Role-playing as a cat was unexpectedly my favorite part! Seriously, envisioning the owners, the house, the ghosts--there was so much room for role-playing and flavor. Very good~
My only piece of feedback--and a small one at that--is that playing this game solo can easily lead to an unwinnable state. Someone in the chat commented that the optimal way to play this game is by getting more cats, which we all found very funny (and on theme). Silliness aside, maybe having a scaling difficulty based on number of players? Just a thought!
Anyhoots, this was very fun. Thank you for making it! ππ
I played your game on my stream and had a very good time!
Thank you for making this adorable game~ ((if you'd like to watch the segment, it starts at 20m 50s)) π
You did a really good job on this, Dallas!
This was my first time playing a game with this hex-flower system, and I gotta say it surprised me. This was way more tense than I expected. I really like that the most powerful mechanic (Memory) requires the player to envision a dramatic change to the culture of the ship. It's such a sneaky way to make the player even more involved.
As for the criticisms, here's my takeaways after playing the game:
- The flow of the text could use a rework. In playing the game I found myself struggling to find the information I was looking for, it was good that I'd read the rules in advance! Personally, I think you could tackle this in two ways: (1) trim the rules so all the mechanical text fits on one side, with the oracles in the back or (2) move the "playing area" to the back of the sheet, so once the player is in "play" mode they have everything they need in front of them.
- Although I appreciate you adding design notes (as a game maker I always read them), it's taking up real estate. You could still publish these thoughts as a "director's documentary", a lot of people do that. But it's not necessary for the pick up and play nature of a one page rpg like this.
Note that all my notes are about flow. Give yourself a pat on the back, what you made here is very good mechanically. I had a total blast playing it. Can't wait to see it evolve and what you make next π
This was way more tense than I expected! I had never played a game that used this hex-flower format, it was really interesting. I'm a total sucker for these types of journaling RPGs, so I got hooked right away.
((if anyone is interested in seeing an actual play of this, I played it on my stream. The segment starts at 1h 4m.))
I am really happy I gave this a try! I was laughing the entire time. My two runs veered more into the absurd, but that's just me~ π
I think you have something really good here. Like, there's so much freedom for the player to play this in whatever tone they want. They could do a wholesome run like Sesame Street or something more dark like Don't Hug Me I'm Scared. Or something absurd like me (which, following the muppet-related examples would make it Avenue Q, maybe?).
My only criticisms (and trust me these are very light, you did a really good job here), would be:
- I think the game could easily be formatted to fit in one side of the paper, making it even more printer friendly!
- I think the game could benefit from having a defined "end state". I played under the house rule that once I filled the page the "episode" was over. I did something similar in one of my games and people really liked it.
Thank you for making this game! It was so much fun~
This was so much fun~!!
I check out new TTRPGs every week on my stream and I'm so happy I decided to try this game (If you would like to watch the segment, it starts at 34m).
Everyone on stream loved Shmopi. He's such an icon.
Thank you for making this lovely game!
Thank you for making this thread π₯°
- Name's Maxi, also known as M. Kirin. My pronouns are they/them!
- I love solo ttrpgs~
- This is my second time! Last year I made One Page Left πͺπ©Έ
- I'm here for the fun! I have a cute idea for a game and I can't wait to get to work on it~
Thank you for the question!
As you noticed the favor economy is built for day-to-day trading, not things like houses or land. For this situation I recommend using a Promise. I think it makes more sense thematically (and is more fun) to help someone in town and have them give you a house (or build you one), than doing boring stuff like having your credit checked, working for 20+ years, and then trying to get a bank loan.
Here's what I would do:
- Envision (or roll) a townie who is capable of giving you a house or helping you acquire one.
- Generate a very urgent + very complex Request.
- Make a Promise.
- Make moves, mark progress on the promise until you are satisfied, then...
- Reap the Rewards, doing things as normal and also gaining your house!
Promises are very powerful mechanisms for allowing you to gain things inside the world, make changes, or growing closer to townies. I hope this helps! Please don't hesitate to ask more questions πΈπ
Hi Elan!
First off, thank you so much for reaching out and asking before doing anything.
1) At this moment I am keeping translations in-house. Although I appreciate your offer I have to decline. That being said, you are allowed to translate the game for personal use but please do not put it on Itchio or any online storefront.
2) You are absolutely allowed to make content of you playing/talking about the game. That is OK π
Thank you for your questions! If you have more please don't hesitate to ask on here or email me.