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What power levels is this good for?

A topic by souldymono created Jul 31, 2024 Views: 164 Replies: 12
Viewing posts 1 to 7

Hey! Interested in this game, but I don't really have $10 to spare on it right now to see if i like it or not, im curious what sort of power levels you imagine it's good for? Cause you say low level supers in the description. I'm mainly interested in something that could handle JJK or One piece, since you say its shonen inspired.

Developer

Hello! The system for creating powers is basically divided into steps with a specific part dedicate to the Power Level of the ability. Power Levels describe how muh raw power the technique has, how much it can bend and alter the natural rules of the world. There are three power levels:

1: Basically anything that humans can do but you're supernaturally better at it. 

2: Where most Techniques/Powers would fall on, basically you have a superpower but it isn't extremly overpowered, most JJK abilities, Hunter x Hunter will fall into this category ( besides some technique like Gojo's ). It would be where most Devil Fruits in One Piece would be on too. 

3: This are techniques that are basically godly powers. 

The example I wrote out in the book was from a Playtest where a Player wanted to do a velocist, and each Power Level would translate to: 

1: Your speed would be considered above peak human level

2: Think something like Quicksilver from the Marvel Comics, in a stretch maybe break the sound barrier

3: Timetravel, become intangible, all you can imagine. 

But every Power Level comes with a set of restrictions to the technique, and more powerful techniques requires more restrictions to work, the objective was really to maintain a very fair level between the characters mainly because this is a game about using ''simple'' techniques in multiple ways - for example, the Bungee Gum from Hisoka in Hunter x Hunter, Boogie Woogie from JJK and most Devil Fruits on One Piece. I think it really suits this kinds of powers where they are made with a very specific theme and are not overpowered by itself, but can be very powerful given how creative people can get, when I first started writing it would be basically a JJK game.

Developer

Here is a little bit of how the system works! Hope this helps.

Yeah that helps a bunch! I'll probably get it at some point, the system seems super neat. Is tactical combat specifically grid based? I

Developer

I was thinking on add an alternative rule for grid base combat, but as per now it's only  based on zones and distances bands in these zones.

Ah, i'm happy about that honestly. I feel like a lot of these games go for grid based combat and i feel like it doesn't really fit the vibe as well compared to zones.
Also, a different topic, I AM trying to purchase the game (Literally attempted, paypal ate my money lol) but I guess Itch is having some issues? Or maybe something on your side, my friend couldn't buy the game either. Just letting you know incase something is causing issues.

Really wanna read your system but reality seems to be against me lol

Developer

 I'm gonna check this right now and let you know what happened, I'll try to return the money - if it got to me, I've send I copy to your email in the meanwhile!

Yeah I got it! Thanks!

Anyways, after reading it. I think the system is def cool! But it desperately needs a read over, theres a lot of typos and i think just misused (or maybe older?) terms used in the pdf that make it confusing to read. Like how it says superficial damage sometimes when it said fatigue another time.
I also don't know how finished you intended to make it? Because the Nerve Fighting Style path is missing a lot of stuff compared to the other two (Probably best to just not put it in the pdf at all until its finished maybe?)  Super solid ideas all around though! I'll probably play it once the system is cleaned up a bit, also maybe some examples on techniques would be helpful, and how u would use them in tactical combat so players and gms have smth to go off of ideas wise.

Developer

Thanks a lot with your reading! I worked about six months and in this next few months I'll have much less time to work on it, so I tried to get the pdf to the most playable form possible. As for updates, I have about ~15 abilities and Techniques for all Fight Styles ready! I just didn't have time to playtest it appropriately and see how it feels during play. 

More examples is something I really need to put in, I think in the next week I'll be able to update with a lot of things I've been writing for it. Again, thank you for taking your time and reading with such attention.

Also! Since I uh, technically don't own the game on Itch, what should I do when it gets updates lol? I can't check them out

Developer (1 edit)

I'm sending all of them on your email! I'll probably make a drive and just share the link eventually lol

Ah ok, that'd be nice, thank you!