The heartwarming tale of a bald man who doesn't do his laundry for 3 years.
NiftyHat
Creator of
Recent community posts
The night creature is absolute nightmare fuel
I would always die in the game after the 3rd day because it got so hard to navigate back to the starting tree; but the physics for the movement of the character were kind of fun to learn.
In one run all the rabbits stopped animating and then I couldn't eat them any more, which might have been a soft lock?
This is a chill little game.
It felt a little too easy, with a couple of good combos I had huge amounts of money by week 3 and it felt like spending a lot of time planning wasn't worth it because it was easier to stick with combinations of crops I knew made a lot of money.
I think the game could be improved with some more focus in the type of crops, by introducing new kinds over time (something like picking 2 new crops each week?) and some quality of life to show range/effect in crops; and some sort of consistent visual queue when a crop is ready to harvest.
The core mechanic here is great, you very quickly learn to be careful about where you lay down previous paths and the powerups add some extra strategic elements.
The controls initially seem strange but they do really work for the game after you spend a minute or two adjusting.
I would usually die to not seeing where I was spawning on screen next.
Being limited in the number of ghost you can make, and the fact that that using certain death spots blocks the makes this a more interesting looping death puzzle.
I kind of wish the timer was more precise for planning the more complex loops.
There's a minor bug on the web rendering that makes the "E" prompt look like an F. (I think the bottom line of pixels gets cut). It's probably worth just doing a small patch for that so you don't get stuck if you didn't read the instructions properly.
I love fair democratic systems. I don't know who this Jerry Mander character is!
The theme is interesting (if a bit depressing). The increasing combination of rules make each level more interesting than the last. I initially struggled a little bit to understand how the districts work but once I got into it I played a bunch of levels back to back.
The core mechanic is cool. It reminds me a bit of desktop dungeons except you are placing the tiles yourself. It sucks that if you are unlucky can make the maze exit impossible to reach but not know until you put the tile down. The combat make strategy feel more important but is very slow.
I'm not sure how well it fits the theme of the jam.
THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER
Froginald P Toad is such a little guy.
The core mechanic is cool a definitely feels like it could be the heart of bigger game. The puzzle design feels a little to brutal, I eventually gave up on the spring levels because I just couldn't move the character precisely enough.
The writing and narrative presentation are great.
Good music and the bopping anime girl is great.
I really had trouble mastering the gameplay, since it's hard to remember which record the DFJK are mapped to and often I would be hitting misses that looked like hits, or all the inputs would disappear and I would see misses anyway.
I do like the concept of juggling multiple rhythm game displays at once, I think it would work a little better with clearer key mappings and feedback on the ui and in the audio.
I ran a my first session of Fellowship 2n Ed recently and setup was good and everyone is excited to play. There where a couple of things we stumbled on during setup:
1. It's very unclear who "The Squires" people are that they are supposed to be creating facts about. It's also tricky for the Squire to answer why they are in the Fellowship unless they go last.
2. The rules state that Bonds can be created with any named character but the Fellowship Playbooks states bonds should be made with Fellowship members.
3. The Quickstart reference guide is Group Questions > Bonds > Rumours but Guided Establishment steps go Group Questions > Overlord Bonds > Rumours > Fellowship Bonds.
The rules for the 6th version of Wounded keep it together read
6. When you are confronted by the horrendous, supernatural, or mind-shattering, roll+Steady. On a 10+ you take -1 the next time you keep it together. On a 7-9 you gain a break or wound a move. On a 6-you black out, the GM will describe what unfortunate circumstances you wake up in.
In this context what is a "break"? It's not mentioned anywhere else in the rules as far as I can tell.I'm livestreaming this game with some friends and I'm building an (honestly horrifying) Google Sheet for working out dice rolls as commands for roll20 dice rolls and have some rules questions that have come up whilst I was doing that.
The Ability "The Me That Believes In you" says you can use it 'at any point' so does that mean you could trigger it during another players turn?
Does the cape multiplier stack with the other Equipment (ie if you have a cape and an upgraded Weapon you would get 4x2 red energy)
Does the +1 effect of "a book" apply before exploding sixes?
Lastly there's no examples of play for a Tragic ending in ghosts of the past; which leaves what "one major adjustment to their character" might be. is it safe to reasonably assume it's to change a few things on their character sheet (powers/abilities ect)?
This game was a delight. My group played in a google sheet and had a lot of fun building mood boards for various parts of the city. The rules are great for creating opportunities for colorful and creative collaboration whilst keeping tight enough focus that nobody felt lost and we finished with a very complete feeling city.
Honestly I find the depictions of both mental health and violence pretty tasteless in this game. The way the game depicts murder and the lack of meaningful alternatives in game play implies either the game wants me to murder a bunch of people harming the characters mental health or to turn off the game and do something else. The message is pretty much a bleak "Let psychosis get worse, or do nothing"







