hey, happened to look at the page this evening, and noticed some of the image links have broken! just thought you'd want to know!
sulcata | Brendan McLeod
Creator of
Recent community posts
As a creator, I'd like to have the option to mute alerts for a bundle that has my game in it.
Use case: If I contribute a game to a bundle but forego my share of the revenue (for charity, for support of another creator, et cetera) then I'd like to have the option of not getting an alert every time the bundle gets sold, as it doesn't mean that much to my day-to-day operations.
advancing a problem and marking stress is functionally the same at this point. if there's a situation where you would make a single point of progress towards a problem then it usually says "mark 1 progress". But you could also wind up with situations (like working on a longterm problem) where you mark D6 progress (for example). Does that makes sense?
Hey, this is a fun time! I like the clean aesthetic of the game and the simple nuance of the gameplay: it really clicked for me when I realized I would have to collect the little red chevrons, rather than sitting far away and sniping.
A couple thoughts
- I love the clean lines of the background, the enemies, and the menus - the black outlines of the player character sort of stand apart from those.
- I'm not sure if I just didn't survive long enough, but I never felt like I had a good window of time to go collect the enemy chevons - I was just in survival mode the whole time, and if they happened to drop where I could get them, all the better.
- I was surprised that falling off the edge was an instant fail. This is me bringing my own expectations to the game, so take them with a grain of salt, but I expected either a Smash Bros style lives system (since falling seems to be a pretty likely outcome while jumping around this stage) or even a loop around where you fall off the bottom and appear on the top, even if that doesn't logically make sense.
And a couple bugs you may or may not be aware of:
- You can use the arrow keys to navigate the menu, but I didn't know that and was already using the mouse to activate the game, and the mouse cursor also lets you navigate the menu - except, the mouse cursor is hidden for the game! This led to me trying to navigate the menus using an invisible cursor until I got into the game and realized the arrow keys would be utilized.
- Hitting "Quit" in the game when it's embedded in an itch page results in a funky state. I'm using Chrome on Windows 10, in case that matters.
Thanks for making this!
Thank you! I am looking through the text now and of all the rules to have magically vanished, that one is very funny. I'm going to update the pdf today with the rule re-included. Just to say it here: you check for Fallout whenever a single Resistance receives stress and its total (including Scars) is greater than 6. The drifter rolls a D12: if the dice result is greater than the Scars and Stress, then they're safe. Otherwise, they receive fallout. (So, if you have 2 Scars and 5 Stress in Form, and roll a 7, you'd get Form Fallout.)
Excited to see what you've got cooking! For what it's worth, I've had good success making on-demand, good-quality print editions from Game Crafter, although I don't know if I'd recommend them as a storefront. They're generally for indie boardgame prototype production https://www.thegamecrafter.com/
A fast, full-throated expression of speed. This smart, funny game is easy to pick up and thrilling to play. It inspires fast play, creative decisions, and earnest collaboration. All of that within a really manageable window of time, which - as someone who plays a lot of RPGs, I cannot tell you how wonderful that is.