Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ThaHummel

5
Posts
1
Followers
8
Following
A member registered Jan 04, 2019

Creator of

Recent community posts

I can't really say much, I've only seen like the second half of tremors 3, which luckily is enough to know about everything mentioned in this game. Sweet. I feel like I should watch the rest, but I also feel like I already saw all there is to it. Anyway, to the game:

Potential: It's a franchise-emulator, and a very narrow one at that. I can see some fun evenings, but no regular replays here.

Mechanics: It's very, very different. That's its biggest strength. I might've expected a little more incentive to construct and deploy rube-goldberg level plans that require mental gymnastics and elaborate bullshitting, but that's sadly only a slice of the mechanics instead of their very cornerstone. Nonetheless, it's a neat ressource management game that doesn't feel like it can be solved to easily.

Presentation: The writing is fun, but might get more emotion out of an actual Tremors fan. The text isn't formated all that clean, especially compared to the competition, and I'm still not quite sure wether starting out as experienced or rookie hunter is purely a "difficulty setting" option or if there is a deeper logic or limitation to it.  The complete lack of any grapic elements is a bit sad, but doesn't actively hurt the whole.

Theme: It is what it's supposed to be, and it deliberately takes on elements of the source material into its gameplay not only as something hinted in the fluff, but as the primary resolution mechanic. That kind of out-of-the-box thinking deserves recognition, and I think it would make Burt proud if he were into TTRPGs.

(1 edit)

I don't have much of a foreword for this, let's cut to the chase:

Potential: This one is truly only limited by what people can think of. The lack of examples and ideas to start from is the only "flaw" I can think of, but it's still got the potential for long running games, despite feeling like it's designed towards stand-alone oneshots.

Mechanics: There's nothing wrong with 3d6 roll over. Add some very sweet thematic ways to handle the possible actions and their consequences, and you've got a truly above average system despite it feeling so barebones. The questionaire-style character creation adds a little more spice for first-time players, but might get old for people that replay the game.

Presentation: As with the other participants, the only thing missing would be some more detailed artwork. This one gets 5 Stars due to being the most crisp and professional looking out of all submissions.

Theme: Not much to say, as most of it has been expressed in the first two rating categories. Just clean, simple, to the point and yet stirring the braincells in a good way. The only reason I feel this doesn't quite get full score is exactly because it is so broad in what it can cover.

(1 edit)

First and foremost, I like that it's a fresh take on the idea, and gets people into a different headspace compared to yet another combat focused game.

Potential: I can see this filling some otherwise dead hours, but without more substance behind the gambling core it likely won't make people play this as the main event of their evening. Which isn't a bad thing per se, but I gotta say something for this category.

Mechanics: Very simple, but spot on. A bit hard to decipher the rules text on first reading, but nothing that requires mental gymnastics. The fact that there is some information as to who might win via arena tokens is a great help and allows for some level of strategy.

Presentation: The only thing that might've made this better would've been actual artwork, but the rulebook is doing it's best to evoke the mood and the play aids are Top Tier for a Jam game. Not much to say really. It's good.
I kinda feel like some commentator quips and quotes might've been a good addition to get people into improvised narration as the matches unfold, I could see that be a lot of extra fun to be squeezed out of the premise.
Or adding paper cutout ties so you can pretend to be a rich suit working to get richer.

Theme:  Uhm, yeah I kinda said all I have to say in the first few lines. I love how it puts the players into an unusual role, and I'm very sure playing this will make you feel like the hand's off yet very invested - well - Investor that you're supposed to be. I really like it.

I should also mention that Canned Speeches are a great thing and more games, or rather sourcebooks for those, should use them as roleplaying aid for people that don't have much of a writer or actor in them.

(1 edit)

OH SO VERY YES!
First off, I've been a huge Power Rangers fan since I can think, and the structure and overall feeling of reading this make me feel like a incoherent 9-year old on too much sugar again. The Ionic vs Covalent pun cought me completely off guard and I love it. With that out of the way, let's get to details:

Potential: Depending on how creative the GM and group in question are, this can lead to a lot of silly fun, though it likely requires a very certain kind of person, even among the typical RPG crowd, to reach true heights. Though honestly, that's the case with each and every RPG. The highly formulaic structure is great for evoking the TV-show feeling and works great for single episodes, but might lend itself to a high reliance on impromtu acting and to stay fresh for a full season.

Mechanics: A very interesting take on d6 pools, with - at least to me - obvious inspiration in the One Roll Engine, which I'm a big fan of by now. Everything else is very basic and just serves to direct the narration, but the monsters and Ionic Defender Abilities serve as a very customisable and flavorful element to bridge the tactical combat and freeform roleplay crowds into enjoying this game.

Presentation: Clean writing, well made, if basic, character sheets and some neat helmets to round it all off. The only thing that might've been greater would have been some monster ilustrations, but the described designs are creative, properly silly and make my mind's eye go wild.

Theme: As said above, it hits the nail on the head. Everything here is just spot on to rapid-fire the nostalgia synapses in your brain, while still feeling like it has an identity of it's own. Good stuff.