Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

nuclearobelisk

24
Posts
2
Topics
169
Followers
8
Following
A member registered Oct 14, 2016 · View creator page →

Creator of

Recent community posts

Under the slot-based conversion on pg. 26, cantrips aren't a thing. If that's breaking for your game, dispense with the "spells’ levels are equal to the number of words in the spell" rule, and use the table on pg. 15 as a guide for leveling your spells.

The Detriment Rule (pg. 42) can get you more resonance out of a spell outside of the harmonics; there are ways to optimize your harmonics up to the levels described by the chart on pg. 15, but the Detriment Rule is an easy way to do it without sweating too much over them. 

(3 edits)

1 . Call it a CC BY-SA license.

2. The words I printed in the book are meant to be used as examples, but I'd be careful about allowing synonyms with no constraints, as that could potentially drastically affect how players approach harmonics. I would allow only "synonyms" that significantly increase the specificity of the word listed, so Insect -> Bee would be fine but Flame -> Blaze would be a little dicey. Beyond that, players could be allowed to rename their spells however they like so long as that name doesn't affect the underlying words used or the "flavor" they evoke. Like, if a player wanted to say that the spell made from (i.e. harmonics were calculated from) the words "flame" and "beam" is called "Blaze Beam" because it sounds cooler, that's fine.

3. It's true that d4's are optimal for most implementations of spell damage (more accurately, when seeking to maximize the average roll total to harmony ratio). The Detriment Rule is the main reason for other die sizes' inclusion in the damage tree. In general, this tree will vary greatly in use case from system to system, just because HP/player resource systems in general vary pretty widely.

Probably 3-5 players and a GM for a traditionally structured game (i.e. some folks getting together in person/on a call and playing a several-hours session), but depending on your organizational structure I imagine you could manage a lot more! I'm pretty confident that the shot for shot structure of the game could handle asynchronous play over Discord or something, which would really open up the field in terms of player counts, though there isn't explicit inbuilt support for it in the text of the zine.

Thanks for your kind words! Arkball does not have official character sheets; it could be useful to record notes on a character's tensions, injuries, and basic information, but the system is broadly designed not to strictly require specific documents.

(1 edit)

No plans for an additional physical release right now, but a limited run somewhere down the line is possible. The best place to look for updates will be on my twitter @nuclearobelisk

Thanks! And you're right that that description is inconsistent: you'd remove dice when A) the sum of the result is less than the spell's resonance (you'd remove all the dice in this case) or B) when the result on a single die is higher than the average roll for whatever die you're using (you'd just remove that die in this case). That said, the content of the engine doesn't particularly care whether you use "higher than average" or "lower than average" in case B. I would recommend the former over the latter in cases where your implementation/interpretation of some of the resonance trees is scaling other effects off the result of the casting roll.

https://dom-liotti.itch.io/kishu

Love the voxel graphics. Plays very well for an FPS developed in a week!

First off, this game is HUGE in terms of filesize. I'd look into audio compression if you get a chance. Usually for games you can compress the crap out of audio and the quality change is still imperceptible. Other than that the game plays really nicely, good work. 

Nice one. Love the little meh faces on the mini zombies. Lots of Vlambeer here. You might be interested in this if you haven't seen it already

Love the voxel art. Nice work!

Really impressive to see a game with multiplayer capabilities in a 4-day jam. Really nice art, too!

Came out really nice. Thanks for hosting this!

Loved the plot twist, which was that there was in fact no plot at all. 10/10

You should take this further outside the jam.

That would be an excellent thrash band name. Conceptually sick af, plus reminds me of that old Newgrounds game Toss the Turtle. Nice work.

Awesome interpretation of the theme.

Nice use of the theme.

This is a really interesting game. Love the super retro style, and it's just long enough not to tire out the mechanic. Great work.

Absolutely fantastic. The expression of cloud-rage was beautiful.

I'm a smartass.

Anyway, game's done.

https://kortuga.itch.io/fishing-for-compliments

I'm a smartass.

Anyway, game's done.

https://kortuga.itch.io/fishing-for-compliments

This is great. The mouth-laser comes completely out of left field and I love it.