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Ward Against Evil

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A member registered Oct 04, 2020 · View creator page →

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Could you use them for warfleets? Probably, it would not require significant tweaking to have them functional, however, I don’t think it would be super balanced. What did you have in mind narratively?

Been reading and rereading this, great great stuff! Bought the physical copy through drivethruRPG, two questions:

Who are the players supposed to be in relation to the world? I don’t see how they get sent on missions.

Is there a place where all the lore is concentrated so I can get a grasp of it?

The art is not under Creative Commons, only the text, otherwise I couldn’t sell it. However, you can totally use it, I give you permission.

“Used with permission from owner”

Send me a link once you got the game up and running!

For sure, feel free to use it! The artist name is Jacob Fleming, great guy to work with.

What’s the project for?

I joined up! My participation may be limited depending on how my semester pans out, but arcade style games sound right up my alley!

Thank you for the opportunity!

seconded

I definitely shot myself in the foot by playing this on a tablet and not a computer, slowed down the processing a lot, lol. UE games do that.

I like the theme, the growing number of rules are very interesting, and the time crunch makes it hard to just sit and think!

Good game!

Not what I was expecting at all! Fun little interactive novel.

The font did cut out near the end and go back to the generic font instead of the special one ya’ll were using.

Great art! I got the “Optimist Ending” :D

Another example of how a simple physics problem can make some really engaging gameplay!

Loved the music, the art, the dudes exploding when they get hit with the Disco Ball. All great!

The WebGL build was really slow for me, but I know that’s computer dependent, and I’m using a tablet so it is what it is, lol. No stars off for that!

Good game!

This game is BRUTAL.

Full-level progression reset and the health staying with you between levels really makes it HARD. I also felt like some of the colliders with the enemies, spikes, and saw blades were a little too big. For example, in the second level where you have to jump right between those two spike beds, I have yet to be able to do that after like 10 tries.

Also, the Skeletons inconsistently moving, BRUTAL.

Did beat it though. 4th level was my favorite (felt like a stealth game), 5th was also pretty solid, 1st felt the most like a classic platformer, level 2 was also pretty good, and level 3 I did not enjoy.

Good game!

A classic example of how a simple physics problem can be SO FUN! Great game! The only reason I gave it 4 stars instead of 5 was because of being able to jump multiple times while in the air, kinda broke the game that way.

Otherwise, art, story, and adherence to the theme are top-tier! Totally forgot the trap motif and was surprised! Gg!

I think you uploaded the wrong file, I can’t play the build, it requires supporting files. Sorry, man

https://discord.com/invite/EJ6f7dUvDs

I’ll update the link, here’s the new one

Yes, it’s just buying the PDFs and tipping an extra $10 for the physical.

I will once the two final Crowns books come out (the complete Season of Crows and a setting book called “Where the Wind Bites Like Steel”). Then, all the Crowns 1st Edition planned books will be done!

I should institute some sales soon though, I always forget about those -.-

Why do you have mediafire links instead of downloads in the itch.io page?

Thank you so much! Your comment is probably the push I needed to add community copies to like… Season of Crows for example, lol. So it was helpful :P

Probably not, for the Core Rules. The rules are all free, all you’re paying for is the art, no extra content. However, I could probably get some community copies together for some other of my games/expansions, I just gotta figure out how to do it, lol.

https://discord.gg/EJ6f7dUvDs , here you go! I’ll update the old one

Hmm, a very solid loophole. I’d say no, and would probably compound back to back days without sleeping by adding an additional exhaustion condition for each. So like, 2 days without sleeping gives 2 exhaustion, ect.

Thank you for the kind words!!!

It’s on the Setting Sheets. It’s titled “Factions Sheet 11” and covers everything you need to make a Faction’s Sheet.

If you want to make an entirely new faction for OPR, like, units and all, you’ll need the Point Calculator on their Patreon.

Makes sense, I’ll get those changes put out with the “Automatic Contract Maker” update

Ah, would be clearer if it read “On a result of 4+, enemy Reinforcements arrive.” ?

How so? It still adds +0, +1, or +2 to the Reinforcements roll?

sorry Crowns is now in physical copy not The Archon Runis

We now have print copies for sale on this page.

Oh man, that wasn’t the solution to the puzzle.

  • You get up to the button
  • Magnet on the ceiling
  • Swap the polarity
  • Let it fall
  • Swap the polarity so it opens the door and blocks the path up for the block

And then you can take all the time in the world to get the key

As a fellow video and tactile game designer I didn’t find any major problems, it was a solid puzzle experience. If there are any notes, it’s on things you’re probably already working on fixing.

  • Hub is boring, but I’m sure you’re working on what it will eventually look like
  • Fonts are inconsistent, but those are placeholders
  • The black-swipe screen transition into a level works, but it doesn’t do one on level reset which is kinda jarring

The Puzzles were good, not too hard. I finished the game in 6 minutes, the 6th one took a disproportionate amount of time (the one where you have to stop the rising box with the door), but once I figured it out I went “ohhhhhhhh” out loud, which is a good sound.

I liked how all of the solutions were obvious once they were solved. Like, once you figured out what you needed to do, it wasn’t like “alright, now let me try this 6 times to see if it works” it was more “does this work… Yes! Awesome, next puzzle”

I thought the player moved and jumped pretty satisfyingly, it needs to move a little slow to keep the slow, methodical puzzle-solving theme going.

Idk which timed jump you’re talking about in the 6th level. This is the same level where the metal box is stopped by the door, right?

Even if it isn’t, I didn’t find any solutions that relied on speed and/or timing.

I think your screenshots don’t have a white background and are just transparent because there’s a gray background on the screenshots (with the exception of the cover and the specifically white text on the “Background” and “Frame Overview” pages)

The print version won’t have them due to printing restrictions. Due you think they would benefit from being slightly subdued or are they doomed altogether? I personally think they make the text pop!

The other option was to have a version without the vignettes anyway for easier printing.

Pretty good, don’t have any release-level content yet. I want to make sure the adventure generator is solid, like the B/X D&D one, so it can be useful to everyone (including me). More updates coming down the pipeline

(2 edits)

Sorry for the late reply, it’s been hectic in the home recently. Thank you so much for posting! I’ll try to tackle everything here:

Section 5 Attributes

The goal was to make sure you don’t get super crummy numbers, and that you get around a 50% chance to do at least 2-3 attributes (that’s why you can reroll if the total number in your attributes is under 32). The two times you would make rolls (in combat and out of combat) come with different avenues of failure so I’ll describe each in turn.

In combat failing a roll often means you fail the roll to hit. In that case, you can still perform a Utility action to try to give a boon to your allies, which can sometimes be as helpful as an attack roll. This essentially gives you two “attack-worthy” things to do on your turn and helps mitigate the chance of failure being higher. When rolling to deal wounds you can get large bonuses for dealing a lot of damage in the attack, helping make that roll easier on everyone, and giving a nuanced benefit to two-handed weapons vs sword-and-board.

Out of combat rolling often causes one of two things: loss of time or exhaustion. In their case, these are usually specialist tasks (lockpicking, climbing a difficult rockface, trying to convince someone of something) and at level one, these would be difficult to do, considering the lack of specialization. But this brings me to the last point:

Your attributes raise quite quickly during level up. During level up, 2-3 attributes will be raised by 1 EVERY TIME. Plus, with the experience you expend getting feats to specialize in different forms of play, you’re character gets really good at doing specific things very quickly. Level 1 guys (chumps) may struggle, but it is encouraged that after the first quest you level everyone up to 2.

Section 6.1 Backgrounds

Lower resolve and crowns backgrounds have more expensive starting items. High resolve and crowns backgrounds have less expensive starting items. That’s the balance I think you were looking for.

It’s assumed you quit your job because you weren’t good at it, and if you’re level 1 there’s strong evidence to suggest you weren’t, that’s why you quit to become an adventurer. For more military classes, that might mean you weren’t good at military things, for civilian classes that might mean you were tougher than you thought and wanted to pursue something greater.

Section 8.1 Armor

Armor only improves SEN when defending against attacks in combat. In mechanical terms, it gives you a boost to make you more likely to defend. In lore terms, it gives you more room to fail to dodge and armor/shield can still take the hit. Think of it like the armor is “increasing the room for error” when defending in combat.

Thank you again for responding! If you have anymore questions let me know!

This is a just a post for anyone who finds any errors and issues in the text, I’m the creator, and I can address them quickly if posted here :)

Those were typos. Thank you so much for your feedback!

I’m posting the final version of the text either today or tomorrow, final for printing reasons. I had caught that first typo a few days ago, but the second one would have gone right under my nose! Thank you so much for reading closely!

Solid game, I enjoyed it but it seemed a little empty without any story hints or dialogue. Felt like there was a lack of meaningful progression because of it.

Two other problems:

I couldn’t figure out what scrap was, what ichor was, what crystals were, until after some process of elimination. I’d really like it if you scrolled over each of them on the leftside that they would give you a tooltip to tell you what they were.

I couldn’t seem to get the Dash to work after I bought it, but I’ll admit that might be on me.

Thank you for making the game, it looks and sounds terrific!

Alright, you’ve convinced me, I must have missed that part. Rating is getting raised!