Me again with some good news! I had some free time recently and made some cards for the various types of Equipment, you can check them out here!
By the way, would you like me to credit you on the project page for the suggestion?
Hey, thanks for the detailed feedback! Squire is definitely still rough in places, and I'm considering fully replacing one or two of the Skills. I'm gonna be fairly hands-off with the Class until it goes through some playtesting, but all feedback is greatly appreciated and I'll take it all into consideration when I do a revisit. I'm pretty glad that my design goals for the Squire came through -- you spotlighted them exactly!
Awesome! Aw man, I love seeing how people set up their tables, and using dice to track the numbers is a great idea (there's lots of writing/erasing in this game). And yeah, it's definitely an opportunity for people to test their vast quantities of dice.
Speaking of, another part of the supplement is a rules variant that uses less dice, which I'm going to release early for playtesting. Essentially, just the player rolls dice, with 4+ counting as success vs enemy Strength as a flat value, and a few other rules are tweaked to mesh with foes not rolling dice. This variation is focused on streamlining solo play, but if you give it a read/try please let me know what you think!
Hey, thanks for playing my game, and an extra thanks for telling me about it!
1. Running back to the Bonfire is completely unrestricted. You can do it as much as you want. This means, just like the in the video games it's inspired by, a player is free to farm the first zone and over-level themselves. However, it gets more and more expensive to level up the more you do it (three times your current level) and enemies in later Realms drop more Souls per Encounter. Ideally, a player gets bored/impatient with the weak stuff and moves forward, but when that happens is up to the player. Some players want a safer experience than others.
2. Brutal is meant to trigger when the Hollow has zero successful or tied matchups in a round. Leftover Hollow's dice that don't find pairs are effectively discarded.
3. The intention with Volatile is that rerolls allow the damage to be avoided. The Hollow decides in which order the conflicting dice pairs resolve (p3), but the rules aren't clear about when non-dice things resolve. Thanks for mentioning this, I'll try to update the rules for greater clarity.
4. The Lost Soul and Hidden Cache secrets work as you interpret them: you can gather up to RN+1 of that thing over the course of several Bonfire resets. I wrote it this way to emulate hidden drops that scale up as you reach tougher areas in Dark Souls, and to pepper the gameplay with several rewards over try-die-repeat attempts rather than a one-time lump sum and then an empty Encounter after. An alternate rule, "you find [RN] Souls/Items (does not reset)" might vibe better with some players, but I haven't tested the idea yet. I'm also working on a supplement that introduces more impactful, found-once-only items, which might scratch that itch. That should come out later this month.
Once again, thanks! Feedback means a lot to me, and I'm always happy to answer questions.
Thanks so much! I use Affinitiy Publisher for layouts and Designer for some of the graphics. (It's currently 50% off for Black Friday and there's a 6 month free trial for anyone who wants to try it out.) Formatting is based on a one-page zine guide that I got from Star West. And the header font was availble free online (Optimus Princeps).
Hi friends!
Earlier this year I made a Dark Souls-inspired one page game, Hollow Hike. For this jam I'm planning on making a sort of expansion for it, including pre-made play material, expanded rules for navigating branching maps, and a new optional mechanic for damage typing to deepen the combat a little more. If you have any ideas or recommendations, please let me know!
Affinity currently has a 6-month free trial going on. It's a bit of a learning curve if you haven't used a layout pr graphic design software before, but there are a bunch of online and in-program tutorials to help you.
I used Scribus starting out, which gets the job done but has very basic features and an honestly terrible UI, but is completely free.
Fantastic little game! I really enjoyed the feel and gameplay!
What I liked:
What I think could be improved:
Hi! So I mustered up some queer wrath (I'm not a very wrathful person but i tried) and I have a game concept for this jam. But I'm wondering about what content is allowed. The main page says "no queerphobia, obviously", and my concept is not queerphobic, but it is about having to deal with (and ideally overcome) queerphobia. The game casts it as obviously bad and does not espouse it, but queerphobia does come up as a conflict. Can I submit this concept/game to the jam? (Labeled with content warnings, of course.)
This might be a stupid question, I just figure it's better asked than not.
Awesome little game! It reminds of me of my younger days playing those those little flash games like on Miniclip. Music is good, shipbuilding is great, and I love the art in this.
It took a while but I made a pretty big ship (which promptly got wrecked as I tried to brave the maximum depth lol). Here she is, Under the C
Hey there! I live pretty far away from Portland (and the US for that matter) but I'm interested in working on games and I'd like to collaborate (online) on designing, writing or even just playtesting games with other creators. Please drop a reply or send me a PM if you'd like to work on something together.