I like this! The enemy art is weird and evocative, and the combat skills go a long way to characterize the different party members. I did get stuck on what I assume was the final boss, I think I had a poor team composition or spent my upgrades in the wrong place.
Stepnix
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love love love the feeling of "cheating" your way through the dungeon. I leaned pretty hard on the default low-health build for my first run, but I'm intrigued at the hints of other strategies available. I was also pleased to see the final boss respond to a specific tactic I tried... there's a lot of little things that come together really well.
The Cintimani-Bearer has five quests in a single quest set, not five quest sets. For each story, you'll use that quest set, rearranging its quests in the order appropriate for the type of Arc you want that story to be
As for writing your own quests and stories: Think of the premade character archetypes and storylines as a campaign module. Once you have a grasp of the pattern from the samples, you can write your own material for a more personalized campaign (and the descriptions of how quests and arcs work are there to help you with that!)
However! From my own experience playing the game, there's still plenty of surprise and improvisation. You can see that the premade quests and stories give you a lot of questions, but don't give you the answers. Finding the answers is where the real game is.
Gave this a try, playing as the Fortress! I found that keeping information hidden from yourself was an interesting texture and puzzle to figure out, but the Swords' various "move or shuffle and replace" effects felt superfluous. I didn't have any effects where the specific positions of their cards would be helpful to know, only the distributions of their revealed or hidden values.
Also: Is there a distinction between Fortress cards that "remain face up" vs "are discarded?"
Thanks to all who participated! A few contributors have received an extension, but anyone who wants to submit a late entry can, as long as they
1) Link back to the jam on their project's page
2) Announce their late entry in this thread
I'm very happy with how the jam turned out. We have some very creative and inspiring projects here!
Three weeks remaining in the jam! Thank you to everyone who's joined.
What have you come up with so far? What do you still need to accomplish? How can we help?
I'm satisfied with Heart-Eater, but I have some ideas for extra PC archetypes that inspiration might strike for
Various thoughts:
The dice pool system encourages players to use a variety of different stats/approaches. A lot of games end up producing a "players persuade the GM to let them use their highest stat" effect, if there's an equivalent here it would be "players persuade the GM to let them use the stat with the most remaining dice." (This also makes group checks very powerful, since they let players benefit from very low stats by putting them together). The first dynamic comes back in combat, there's not much reason to use your lower stats for attacking or defending at all. Maybe if they had more tightly defined outcomes?
Relationship tokens are cool, although the "spend to recharge dice" function feels much stronger than the +1/-1 to a roll. I guess the flat modifier gets stronger if it can be applied after seeing the result and you can spend multiple of them... but even one die restored is a +1 at least to the roll it's used on, and possibly up to a +6
Conditions produce a death spiral effect (as in, they're a failure consequence that makes failure more likely), which isn't a bad thing but is good to be aware of. I'm a little more cautious about it because a failed roll is already a pretty significant resource expenditure, since you're spending dice on it (EDIT: Just realized this doesn't apply because you gain injuries in combat, where dice don't deplete). On the other hand, minor conditions feel like their effects are too minor, a -1 isn't going to affect high-dice rolls very much at all.
Is the intent for the Sore roll that the player get a chapter "on screen" as their cat recovers, or they just get knocked out of play for a scene while the others keep going?
Currently, the chapter system is a pretty straightforward presentation of the recurring "scene" concept that provides a few extra prompts and helps ground the type of play the game expects. I wonder if there's a way to tie them more closely to XP advancement? currently XP triggers are marked or cleared on a per-session basis, but tying them to chapters would help keep pacing more consistent and at the very least would make it easier to adapt to play-by-post.
Overall I'm feeling positive about this, I think the project has potential!
Welcome!
Here's some resources you might find useful for this jam
- Main Book (check for community copies!)
- Apocynum Press license and participant resources
- Public Domain Art Resources collected by Yochai Gal
- Illustrations from the Dictionnaire Infernal
- Billinghurst illustrations (Also public domain, this is where I got the jam thumbnail from)
Feel free to post your own!
I made a rough VTT to help my group play online! Maybe it'll be useful for others too.
So, I've found a couple different options for getting Itch into RSS feeds, like this one for getting notified of new games:
Which can be modified into this feed for getting new games from a specific creator:
https://itch.io/games/newest/by-stepnix.xml
or this format for a single game's devlogs:
https://stepnix.itch.io/dragonslayer/devlog.rss
But I'm not sure if I've found all the possibilities yet. Is there a full RSS guide anywhere that can be easily referenced?
heyo your posts are good so I'm linking you as a curator on my site's page for free games. If you want me to link to a slightly different page or something lemme know and I can do that, the important part is getting people to see your recs
https://stepnix.neocities.org/freeware
wooooo hype for the new preview
I think there's a typo in the STRATCOM tech tree. The "Archontic Longinomechanical Pneuma-Engineering Bay" isn't mentioned in the tree, but its expected space is filled by the "ACHAMOTH Training Facilities" in the tree chart and text describing it.
keep up the great work! This game is oozing with flavor and strong mechanics