Thank you. Hard to make this feel like a gacha game without all of the "scarcity" mechanics.
Anthony Hobday
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You might have missed under "Uses for vigour" that you can spend vigour to increase a combat roll by the number of vigour you spend. e.g. if you fight a Wyrm and you roll a 5, you can spend 3 vigour to increase it to an 8, which does 1 damage to a Wyrm at full health. After that the number you need to roll goes down as the Wyrm's health lowers.
Does that make sense?
I'll update the rules to make it clear that you can increase the combat roll past 6.
If I understand your post and JavaScript correctly, the "+1 damage" is only supposed to last for the next fight, and only affects the player. The equivalent of e.g. a strength potion.
It would be interesting to try to introduce some choice into a solo 36-word dungeon crawler. So that it couldn't play itself.
Despite how all of my games look, I’m a designer in my day-job.
I think what I had in mind was that I’d work with you to produce a more polished layout, and probably change some text slightly to make things clearer where there’s any potential for confusion.
Mainly I’m interested because you’ve hit on a good mix of simplicity and variety here, and I think you could charge a little money for it if the first impression grabbed people.
Having said, I don’t charge money for any of my games, and if we did work together on it I have no idea how the money would work, so I haven’t thought about this practically 😂
Playtest comments:
- The character creation says "Roll 3d6 3 for…". I assume the "3" is not supposed to be there, and I only roll 3d6?
- I love the generated names, and the fact that the names are tied to rewards. This is the sort of casual world-building that doesn't come naturally to me.
- The horizontally stacked d6 tables are clever. They save space and are fun to look things up on.
- In the level up section it says "level up costx", which I assume is a typo.
- I noticed there are some assumptions needed. e.g. "kick down door" is an action, but I could not figure out what that related to until I saw the doors on the third room type. I assume the only way I can enter that room is to kick down the door.
- Once I recruited a goblin, combat became much safer, though I never fought a boss because I didn't play for long.
- Exploding dice feel great.
There's lots of variety here for so few words. I think there's a few places where the rules could be made slightly clearer, but I don't mind that it assumes the reader isn't stupid.
If you ever want to collaborate on a slightly fancier/shinier/more polished version of this (still one page, still few words, still lots of variety), let me know. Could sell it for $1.
The starting max health is 15, so a "rest" action would be wasted since it wouldn't have anything to restore (e.g. you wouldn't go up to 20 HP).
But you can always return to that nothing hex to rest in it later, to use the one-time rest.
Really glad to hear you like it. Let me know if there's anything you think I could improve.
macOS didn't flag it as an untrusted app, so I couldn't allow in that way. I used this command in the terminal to remove the "damaged" flag from the app:
"xattr -cr /path/to/application.app"
After that, I was able to open the game, but as soon as I click "Start" the app crashes.
I assume this means the game doesn't work on macOS (at least not the most recent version).
Thanks for these questions. You're right that the rules aren't clear, so I've updated the PDF to 1.2.
To answer your questions:
- The omega-drive adds one extra move and attack, for two of each, total.
- It's assumed that the mech docks between sectors, but you don't need to do it manually. Because of this you choose a launch zone at the start of each sector.
- Once you've defeated the last enemy in the sector, you can move on to the next immediately: no new enemy, and no event.
I design free TTRPGs and publish them here on Itch. I think some art would help improve them. I am happy to pay, but since my games are all free I need to get a sense of what people charge and how much art I could afford.
If you are a new illustrator and do black and white/pen and ink art, and you have a portfolio I can look at, please let me know. If you also give me a sense of your costs I'd appreciate it. This is not for a one-off piece, it's for an ongoing relationship, so I don't have a budget in mind.
The work would probably include enemy illustrations, maps, images for the covers on Itch, etc.