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SabreCat

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A member registered Oct 24, 2018 · View creator page →

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Congratulations!!


Twitch link looks broken but I think all that needs to happen is removal of the trailing period

What an intriguing concept! I played until Day 6, in which my team somehow all got stuck at a ladder, refusing to move until they lost all their health. I at least made it back to camp, but then was unable to sleep to advance the day. I'll give it another try sometime though!

As an agnostic who generally thinks of religion as "a pleasant concept that no one seems to do right," I found that final sequence to be an unexpected dose of wholesome. Plus it made Samantha, who up until then only read as "joke" or "generic" from one beat to the next, 900% more interesting as a character! Very cool.

Ah, that did it, thank ya! On to the next.

This is overall pretty amusing, but I'm stumped. I know basically everything I need to do (including a rough idea of how to get through the door with power suit in hand), but I can only find three Gems--one between the buildings, one among Craigo's boulders, and one dropped by the fedora dude. Any hints on where to make up the remaining three?

This looks sick! Gonna try to get at least a one-shot game of it together asap.

I don't know if you care about lil typo-style feedback at this hour, but if so, there's a funny copy-paste oddity on p. 71: the Sword becomes an Energy weapon due to the MX-BEACON's signature feature, but it's still described as "A long, unpowered blade", emphasis mine 😅

"per player action" meaning that after each time a player acts, the mooks come along and deal their damage? (In which case, the players of the example of play forgot to do this.) Or that a player can, as their action, say "I'm having the mooks all stab the planet, 2^Boosts damage"?

Ah lovely! I remember someone bringing up this possible scenario in a social media post somewhere--whether that was you, you were inspired by that, or it's an independent invention, it's delightful that you've run with the idea!

Two typos to report, both in the final 10-20% of the story:

  • A line reading "Thanks, Sis." is captioned as being delivered by "MC3Happy_Eyes_Closed"
  • Aforementioned Sis shortly afterward says "why did it have to school prankster?" which is, I think, missing a "be the"

Jokers: Ah, I see now that there' actually a rule about that, I just overlooked it.

Color matching: oh! yes! I must have misread that rule. But yes, it comes out the same--and thus if I play again I'll still keep it that way, it's just cognitively a little more intuitive to match like to like.

Thank you! With those clarifications, I was able to finish out a game. I got a win as Berserker on Normal difficulty. It was quite close--my HP were never in great danger from round to round, but my ability draw piles were almost exhausted and I'd never had a good opportunity to refresh them. So if I'd needed to go one more round, I would have been starved for cards to play and probably gotten wiped out from full health.

A couple more questions came up that didn't halt my game:

  1. Is it possible to mark damage on a non-boss enemy and dodge it, for the purpose of taking less damage when you finish the fight? The rules seemed quite insistent that only boss monsters get cumulative damage, so I wasn't sure if that was a legal play.
  2. When the dungeon graveyard shuffles back at the end of Tier 4, I'm guessing the previous tiers' jokers should not be included, right? 😅

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How clever! This is a great little way to while away some time.

  1. "Tokens mean +X" thus each time you dodge an enemy it gains some max HP basically? And Aces of Spades start as 14+(token value)?
  2. What happens with enemies that are neither dodged nor any cards assigned to them? It reads like they do nothing..?
  3. If you reach the end of a tier with some enemies still on the table, do you clear them away, or do you leave them in play but fill in up to the new number of enemy slots with cards from the new tier deck?
  4. I'm guessing ability cards that you don't play during a round are kept in hand, up to the limit of 2/suit. Rolled Stamina dice that aren't used to apply damage or dodge an enemy ... get rerolled, maybe? Rather than held over at current value?

Sure, go for it! I have the "uncopyright" stamp there, people can do with the text as they like!

thank you and well done! That twitchy bird sure was distracting, haha.

Fantastic, just what I was hoping for! Thanks for taking the time.

I guess I'll have to look around the rest of your ludography to see what you do with these concepts outside the constraints of OSR compatibility 😸

"Law" could work, I'll let that roll around my head a bit.

Al-Hiri, ah, I mentioned it on the project page: "The "Al-Hiri" faction is a nod to The Shab-Al-Hiri Roach by Jason Morningstar." Maybe it deserves a footnote in the main text, though? Or drop that too and promote one of the nicknames, like Swarm or Locusts.

I used the CC0 "do whatever you want, you don't even have to attribute" license, so do as you please! I'd be happy to look at whatever you feel like sharing, though!

ahh, thanks much for the shout-out! I'm just getting my teeth into World is a Fuck, there's a lot of great material. I would love to read a dev log talking about your replacements for the old six attributes!

I bet you'd love Rod, Reel, and Fist, if you've never played it! It was in the Racial Justice charity bundle a while back.

Am I misunderstanding something, or is it not actually possible for the Minnow to be a fish on the hook? (You roll 2d6 on the Fish List, meaning a minimum of 2, and it's #1 on the list...) Is it just there as a bait item you might bring to a fishing trip?

I'm intrigued, but it has some issues... all I did was look at Jules's locker, and hit a dead end. There were no hyperlinks to click and no way to navigate backward in the text.

This game is super clever! I wish I could turn off the little tour of the level it gives you every. time. you. fail. though. Having to wait several seconds to regain control over and over again takes the natural frustration at the challenge and amplifies it unnecessarily!

Ah yeah, I came to report this myself! It's cute at first, but it does get distracting, and doesn't look intentional.

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Hi, thanks for providing this resource! I just bought it, and am having some trouble downloading it using the Itch.io client. It says no compatible downloads were found. (I'm on Windows 10 but I don't think that should matter, right?)

For anyone who happens to try installing this from the Itch client, it doesn't seem to work. Best you can do is install the .exe, then head to the Itch web interface to download the .pck and put it in the same location as the executable.

That appears to have fixed it! Thanks!

Ah, maybe it doesn't have a Windows version? Though it still shows up on searches with a Windows filter...

Attempted to install the game via the Itch client, but there's nothing available to download. Has the game been delisted?

There we go, thank you! I must've misunderstood the mention of the bar, thinking that was in the Nightlife District... (forgot or didn't catch its name when we were inside, earlier)

Hmm...

  • We've been to the NSB building twice.
  • After the second visit, we convened at an injured person's apartment.
  • There, a mysterious contact who helped us during the NSB thing gave us a task to receive a package in the Nightlife District.

That seemed like it'd be a good time to unlock the Nightlife District? or... maybe I misunderstood something, and we're supposed to take the package to the Nightlife District? In which case, where's the package? (This is where a main-quest tracker would be handy, haha...)

15 GRENADES

The subway...? That takes me to the industrial district, where I can meet with Leonid to upgrade weapons, but I haven't found another way forward from there. Or am I misunderstanding you?

Been playing and enjoying this from the big Racial Justice bundle, but I appear to be stuck. How do I reach the "Nightlife District" in Kiel? I've circled every street several times, and anywhere that looks like it might be a path somewhere new is barricaded off. Halp?

ohh, odd. I guess I must only have ever tried using it when I was targeting something behind me, oops!

You can glance back by holding the "change targets" button for an instant. But with the rear micro I don't really need to--if there's something close enough for it to lock on to, I'm happy for it to do so!

Cool, appreciated--I hadn't been paying much attention to the carriers, that's good to know! I have managed to get further now that I've unlocked more goodies; the rear-firing micro missile and Drakon jet have both proven really useful.

I'm really enjoying this game, but finding it extremely difficult once I hit about the 7th level. If I get an easy mission objective I might have a fighting chance at hitting it quickly and getting out, but if it's a DREADNAUT or multiple land targets, etc. my odds are pretty slim. It seems like the sky is completely full of enemy missiles, VETs, and ACEs, and if I fail to dodge sometimes even a single higher-tier missile I'm toast. And if it's this bad at 7, I shudder to think what it'll be like in later waves.

What strategies have y'all found for progressing further? Particular loadouts that are good, or tactics the AI opponents are vulnerable to?

I don't touch the right stick, I find it super disorienting--but I've discovered that holding A (the switch target button) goes to a rear view.

Ah, what a gem! Great find in the big bundle. One question: does the game "loop" after Sector 4? Or is there a bigger badder boss of some sort in a later sector? (I regularly manage to clear Sector 4, but 5+ have thus far been beyond my grasp...)

Yeah, I managed a win after turning it down two notches! (The slow characters are still garbage tho, haha)