Wow, the rules are really cool! I can already see myself writing a fanfiction of thriller genre using this rulebook to get the heart thumping experience even for the writer. Thank you so much for sharing!
Sukamakan Circle
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Ended up playing it with a friend! I went in knowing that we could play it in a more somber mood, but once all the diamonds were opened in successions without a change of scene, we just couldn’t take the Suitor seriously anymore XDDDDD
Very enjoyable, and the bingo felt very inspiring! I had bingo mechanism too in an unreleased game, but it’s more like a bonus achievement thing instead of the core. It just opened so many new possibilities of a light hearted, one session gameplay!
Thank you for introducing it to us, we had a really great time! xD <3
My actual impression for the playthrough is about the emphasis of the agency. The GM is actually the only person who can roll the dice, while the Routes are here to determine the Location and Moves of each turn to collect APs. For me, especially in group play TTRPG, I really love dice rolls, so it’s quite a bummer when I find out that I can’t do that as a Route. xD
The agency also affected how much wiggle room we had to roleplay the scene, which quickly turned into mechanic turn-based system. I wish there are more prompts and questions to help deepening the scenes. :DD
Also, coming from solo TRPG developer ourselves, I think this game has a lot more potential becoming or having a ruleset intended for single players… pun intended. xD I imagine since the GM’s role is mostly to roll, it can be done by the player, and there can be Rival NPC(s) too to see if we win the Love Interest’s heart or lose to the NPC.
Overall, it’s a cute and thematic game, I’m delighted to see people who are also interested in crossing the genre over different mediums (screen to physical), and I’d love to see more from you! <3
Much love from Desa Sukamakan, ~ Fui
Hi hi hi I’m back with my impression! So just as I thought, I do like dating sims elements in my TTRPG, hehe. The explanation at the beginning, “visual novel from the perspective of the romantic routes” is really delivered in the gameplay.
I love the mechanism of utilizing Locations! I think it’s really VN-like, but like you said, viewed through the lens of the NPC instead. I had fun setting up the beginning especially. The Classes fits into dating sim tropes, and I’m amused by the Additional Features that adds layers into the gameplay.
I took the liberty of writing down a few notes and questions as I played:
- In the downloaded version, there’s a missing line in “Give Gift” section. Whereas in preview it says, “Allows the Route to force the Love interest to go(…)”, in the file it says, “d st to go(…)”
- I assumed Moments were still related to Locations, but it didn’t specify how to make sure that the Love Interest would go to Moments, especially with the Give Gift rule above was significantly cut. Is it correct to assume that we need to give gifts to ensure that the Route meets with the Love Interest? Or is it automatic?
- Regarding the “Sporty” route, I don’t know how their skill will matter since all players in the Moment will have AP set back to 0. I mean, they’re balanced by being unable to get Heart Token if they’re successful, but I wonder how it gives this Route an advantage to use their Class skill in the first place.
- Since a roll determines which gift to get from the Love Interest, is it correct to assume that the Gift Types unordered list is actually numbered?
The rulebook is both simple and intriguing that I just had to try it right away.
I was impressed. The final conclusion felt natural, and it gave closure to an internal conflict that the character had. It was a short 20-minutes ish of contemplative play, although I did try not to get too deep with it.
The prompts are related to each other. Half of the times, I found that my previous answer turned out to connect naturally to the next question. It was interesting and flowing naturally.
A few thoughts about the mechanism:
- There are two parts of one turn: The Question and The Event. I did draw one card for both, which made the turns easy to track. I’m a bit conflicted about this, though, as I also like drawing more cards to show different angles of the prompts.
- When I’ve answered an Event prompt, I did draw more cards until it showed different choices.
- Since there is no character creation at the beginning, I drew a lot of characterizations from my real life experiences. Perhaps if I tried a similar game, I’d spend a while more to prepare more character building so that I could enjoy it regardless.
- I did feel a bit unsafe at the beginning with the theme. Contentment and Longing mechanisms are decisive in the character’s ending. The player can still choose in most of the prompts, but I’d appreciate a recommendation to prioritize safety. <3
Thank you for sharing this game!
Thank you for these packs, I shall update my game info with it. Shoutout to oddsandents who used this at their zine mockup page and led me to find this.
Hi there! Thank you for playing our game, we’re delighted to get your question~ ^^
In the character creation step, you draw a card to know your sweetheart’s Job, which also functions as your sweetheart’s suit and number.
Let’s say I got 6 diamond for a [Nurse] character. When I want to Encounter them, I go to a Location (usually Village), then I draw cards until a card shows a 6 or a diamond.
When I get a matching card right away, I’ll be happy because it means I find my sweetheart sooner than I expected! Likewise, if I don’t get any matching cards, narratively I’ll think, “It’s so hard to find them… are they avoiding me?” xD
I hope you’ll have fun playing around with what the Oracle is showing you~