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skeletorso

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A member registered Oct 26, 2017

Recent community posts

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JUST ran this. Some modifications which worked really well for us: 
1e Modifications:

Let players add their High Score instead of Resolve for Skee Ball.

Whether or not failed tests during this build stress is up to the game master.

LASER TAG Everyone gets WOUNDS for hits in the laser tag. If your players have bad combat skill, give them 3 hits. If the robots [REDACTED], then just have everyone's wounds reset to 0.


VTT: One of the best parts about Chunky Cheese is the majority of it can be given to the players as player facing aides or parts of the splash screen. I gave my players the title page minus mothership branding, the entire Menu Page, and the laser tag page, redacting the stats and the % chance at the bottom with a black marker. I gave them the first half of the Maze page, cutting right before the link to Theseus tips. 

My players had a TON of fun with this one.

 SPOILERS


Stuff I added: The people inside the suits were humans or androids with really, really bad contracts.Some things my players came up with which was I wasn't expecting: One of my android players started communicating with the combat robots (they had their speech circuits cut out, most of their fingers except their thumbs. The robots communicated with laser gun morse code. I implied the robots had been doing this so long that they had found ways to modify the laser guns however they wanted, and at the end of the scenario once things broke down, the android broke the combat androids out and told them not to hurt any people. The combat androids twisted the wires in the battery packs of their laser guns to make them significantly more... intense. And the combat androids ended up breaking out and are probably still out there somewhere on prospero's dream.


Stress Reduction

My players deserved to get some stress off, so for any of the following successes: Winning a game of Laser Tag, Winning a Prize, passing one of the two alcohol thresholds and then succeeding at a test, killing WW.
I gave them the following stress reduction:

Roll Sanity. On a success, divide your stress by half (rounded up) convert 1d5 of the removed stress to saves. On a Failure, just reduce your stress by half rounded up. Then gain one stress for failing the save. Critical Failure: Feel like you have to throw up, gain one stress, and have to head to the bathroom, where you might meet our least favorite friend.

You bastard. You absolute bastard. I was writing this exact same scenario, concept and frame. I haven't even gotten to run it yet ;-;

A fun, dark little work. Might tie this into something I am working on for my home game.

I enjoyed this far more than I expected.

Yeah, some ways for small amounts of stress relief would rule for this.Maybe bundle some with each prize. Also, it might be good to state that while here, players do not gain stress from failing rolls on games. It's sort of implied but not stated.

Question: Is it 80 tokens per player for laser tag, or for a group? That part is frustratingly vague given the limited space it has to work with. Other stuff on damage or etc also isn't there but I can come up with it if I have to.

Is this intended for 1e?

Has this been updated for Mothership 1e?

My only thought with #2 is that by fixing what you can and can't climb on, you can no longer skip the initial melee tutorial and re-do the combat trial faster.

Pretty dang funny.

How would one get multiplayer going?

Thank you so much for continuing to work on this! I loved this since the original newgrounds release!

This is already fantastic. It's a far cry from what I loved about the original, and aside from my comment on Newgrounds I don't think I've told you how much I love the original. The original haunted lands was nails hard in a really classic, and good way. Jumping had to be precise, combat was nail biting and not in a trial and error way of difficulty. There was a beautiful simplicity to everything. I must have tried it a hundred times now and I still haven't beaten it (just got to the sewer section last week)

Some changes I find odd, like reloading while moving which in the original haunted lands added a ton of tension, but I get that it's a player convenience thing.
Haven't played a ton yet, but it's nice. There is a LOT more variety and complexity in this version, which surprised me. Curious to see where this goes. It looks like it already has a ton of content. The original felt like a love letter to the games that inspired it, and an attempt to fuse all of them, doom, Bio Menace, Commander Keen, Duke Nukem 1&2 etc. I only have less than an hour in right now, but This feels a little more like an attempt at a more "modern indie game" take on the same ideas.

If you ever do a full paid release, and you should, this is awesome, see if you can include the original haunted lands as a bonus. Maybe as a "Retro" version.

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This was incredible. I have no notes.
I actually still don't know if I found all the content, and honestly I doubt it.

Seriously I love your stuff. I still don't know if this is just a demo.

needs a better view of the spectrograph.

Is there any way to get a soundtrack?

Whoever made this knows what made those old C64 games look good.

This game is batshit crazy and I have shown it to so many people. I look forward to what you do next. 

There was cut content?

Having bought this on DRivethruRPG it is a lot of fun. It's like a roguelike PC game but in tabletop form.

Cute!

Yeah this looks really interesting. Is there any way to emulate mac games?

Is this still being updated?

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Interesting... but there is an insidious way to win which relies on Sentience.

You see... the PDF cannot play back.

Clever. Great Gameplay.

Can you please explain the "ROLL 6d6 TO DETERMINE ITS CONTENTS" part as this makes no sense to me.
You clearly aren't rolling 6d6 and adding them together because the table goes from 11-66 and that would be a table between 6 and 36.

This would make sense if it said something to the effect of "roll 3 times, 2d6 and treat whichever dice is to the left as a ten's die" but it doesn't say that and as a result to anyone who doesn't recognize how this is supposed to work it is liable to end up confusing.

The Safe Box table is neat but I think it needs a rules revision to better explain itself.

This seems neat.

Any chance of this continuing?

Have five bucks bro, love your stuff.

Can't wait to see where this goes. Please keep working on this, it is fantastic. 

Are you supposed to be able to get more ammo for your silenced pistol or is that intentional?

Thank god. this was one of my favorite fangames ever.

Why has this been taken off of steam?

Thanks for continuing to update this!