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bittybee123

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A member registered Jul 13, 2020 · View creator page →

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I made a game based on Chapters. It's such an easy system to work with and the components fit together so well. 

https://bittybee123.itch.io/the-prisoner-and-the-spacefarer

Ah, thank you so much. I hope you enjoy :)

It should be there now :)

Ah, thank you so much. You really are a star to go so far out of your way to help me :)

Aha, I've checked and abruptly realised I forgot to actually join the jam :) So that's why I couldn't find any news

This is such a good bit of writing , the theme is so evocative and the way the rooms are laid out is really clever. On top of that , when I read the section on Take Down Methods I had to stop and giggle wildly because it was both so entertaining and so alarming at the same time . You have a real talent for hitting both of those tones at the same time , my goodness. The one thing that didn't quite seem to work were the terms  "calm" and "clarity" . I couldn't find a definition of those terms anywhere or the mechanical effect that increasing them has. As far as I can tell, you can only interact with humans by rolling a die whose size is determined by your intel so it might be worth clarifying (haha) where calm and clarity fit in.

Other than that, it's such fun to read. I'm looking forward to seeing the formatted version :)

This is a really fun game jam and a really fun design concept but I'm finding it really hard going to translate thematic ideas to mechanics with numbers and probabilities based on only the SRD because there's a lot of terminology but so little detail or examples about what it would actually feel like from a player's point of view. It absolutely  doesn't have to be a playable game within the document, that would be far too much,  but some sample locations, powerful outsiders and written out gameplay examples would really help bridge the gap between you as the system maker and someone reading it who'd never encountered the system before, because as it stands when I write the SRD is the only way someone could engage with the system without spending money. 

Taking power levels as an example,  the SRD explains you should raise the size of dice when the player's  power level increases and it implies (but doesn't clearly say) that this happens when power level increases to six and eight which implies that it should run from four to eight or one to eight.  Earlier in the location section it says that nine of the optional locations should affect the power level. Should they directly increase it? That would mean it would increase to eight within roughly two trips through the lair , which feels intuitively too fast but I don't know for certain that wasn't how it was intended to work because nothing in the SRD gives me a basis for comparison. If progress toward a power level increase should be slower then how fast should it be? How should the size of the increase in the outsider's stats relate to the power level increase on offer?  How powerful should the tricks or traps be in the two or three tricky locations be ? How does that relate to the optionality of those locations? Should they account for the fact that a player may not choose to include them? How should they make a player want to include? Should they do that? What does it mean to "aid"  the player in transforming outsiders in the remaining locations when as far as I could tell the only way to do that is via the player power which gets more powerful through the power level , which is specifically what the first group of nine locations should do? And that's one element of the game

I realise that on the one hand , these are questions I as a potential designer should answer for myself in the context of my own game but to use an analogy when I make a meal for the first time I want to make it exactly according to the recipe so that I have an idea of what the recipe-maker's version tastes like  before I start adding my favourite spices and changing cooking times and so on, and the SRD alone just doesn't allow me to do that.  Neither hovering over the published games pages waiting for a community copy to come available nor spending money on a published game feels like an ideal solution and that's not to say you shouldn't charge for your games. They're works of art and they're 100% worth the price but I think that factor is something to be conscious of when you're writing the SRD especially if you're planning on running a jam based on it.  I really really want to get my head around the system. It feels like it'd trigger really interesting, really evocative gameplay when I do that but I just can't get a clear enough sense of it to write anything playable from the SRD.

This is brilliant :) The mechanics are very harmonious, every detail fits together wonderfully and the presentation is lovely. Even with such simple prompts , you've created a game where the Forgotten Queen will develop such a lot of personality so quickly, amazing work.

This is a delightful little scenario, really fun to read. 

Thanks for your kind words :) I'll learn to proofread someday for sure but today is not that day. I'm glad you enjoyed the recipes as well. I think you could flesh it out a few ways- adding more to creating the player character and their grandma, adding , say, a dessert recipe version and adding more real-world recipes to the end . Lots to think about, thanks :)

Ah, thank you for your kind words and thank you so much for the useful and thoughtful feedback. I have meant to update the beginning font for a while for sure, so hopefully this can be the motivation.  I was more focused on trying to build out a journalling game based on clock solitaire than adding detail to the spark tables, and at the same time  I'm super glad that you found the same tension I did when I played clock solitaire and interested to see if there's more I can add to character creation as well

Ah, wow , this is magnificent. You got so so much into the 72 hours and it's all so evocative and heartwarming in its own way as well :)

Ah, this game was just a delight to read through. So silly, funny and light-hearted and so much personality.  The art, the writing and all the tables, details and mechanics really add to a cohesive and entertaining whole. 

This game is so clever! I really love the back and forth between the two nobles, and the way it involves the players without clearly putting them on one side or another. A lot of duet games could take inspiration from that I think. 

Ah, what an interesting little game. There are definitely some rough spots and I agree with @AxalKay that the probabilities aren't quite right but there's a lot of potential as well. I think you capture the tone of a anime subplot or JRPG cooking side quest well and the presentation is lovely , so with an adjustment or two to the odds to make success a bit more possible you'd have a fun mini game that would fit very naturally into a fantasy campaign. 

This is so good! It was such fun to play through , it really captures the atmosphere of a lively kitchen where there's so much happening all the time and the cooks are trying to figure out the secrets of a special dish. I loved it :)

This is a really lovely game. The world building questions do a really good job of framing the tone and the gameplay sequence is really easy to grasp , it's amazing how good of a structure you built in 72 hours. 

The art for this game is just irresistible, you're so talented :) And the game is also fun , it has such a lovely slow and steady atmosphere that really encourages you to think about what food means to you.

This little game has a such a fun and evocative atmosphere. It really conveys the feelings of a big family event where your grandparents' house feels so small and so huge at the same time, it's a really good piece of writing. 

I made a game about "exploring" a family recipe book.  Thanks so much for making such a super super system.

https://bittybee123.itch.io/like-grandma-used-to-make

Ahhh, thank you so much! Of Folk and Fey has so much atmosphere and such vivid writing in its own right , I had so much fun trying to write something in keeping with it and I'm really glad you liked it :) 

This game is so nicely written :) The prompts are interesting enough to be thought-provoking and open ended enough to make them your own. 

Ah, that should now be fixed with a new version. I mixed up templates..

The Minor Arcana tables prompts you to draw from the major arcana when you draw a minor arcana ace.   

It felt contrived and awkward to find a place to say that in the overall rules, so I left it as an entry in the table

Ah, this looks so fun :) I love mysteries set in unusual genres or situations , they always make for the coolest games. 

Ah, there's so much here! The achievements are so fun and cleverly written but I especially love the art and layout. It feels like a old video game from when I was a kid that , like, you'd rediscover on social media at some point and be so nostalgic and happy :)

Ah, this is such a fun game, so exciting to play. Kinda like "The Captain is Dead" vibes  but you're trying to get rid of the ship instead of getting it back on course :)

Ah, this is so cuuuuuuute. It's such a fun , light-hearted take on the theme

Ah, wow this is so much work and such gorgeous design as well in such a short time.  I really like the way the game fits together the tropes of gothic horror with an overall hopeful and optimistic tone, it's heartwarming

Ahaha, poor bunnies. But it does capture the vibe of watership down really well, you did such a good job :)

Ah, this game is so charming and high-spirited . I love the scenarios and different types of creature you can be, they all have their own identity and that's such a accomplishment in 72 hours :)

This game is so clever and so playful , it encourages you to see yourself and ordinary places in your life with new eyes.  It's a cool way to look at the theme as well, thinking about "not supposed to be here" in familiar and mundane places. 

This game is super atmospheric and kinda dream-like in its own way. It fits the prompt perfectly :)

Ah, it's so sweet and so warm-hearted :) The flavour text, mechanics and art all fit together so beautifully to make a sense of joy and play.

I liked this game a lot :) The chapters being set out like the sections of a narrative was particularly nice. When I'm playing solo games , I often struggle to figure when things are building towards a natural ending or conclusion to the story so I thought having that built into the game was cool. It did look to me as if you had a bit of the text of your chat with the AI  left in the English version of chapter 5, that might be something you wanna check. 

Nesrrakan in the end.  Etchikwo was just irresistible :)

This is such a beautiful game, with such evocative writing ..The four characters are all so engaging :)

There should be a printer-friendly version available now and hopefully your printer likes it :) I'll work my way through my other stuff over the day .

That should be pretty doable :) Gimme 24 hours or so and I'll see what I can upload. 

It's such a fun game! The mechanics are really clever, I love the way you're implicitly encouraged to choose a negative outcome sometimes if you have something you don't wanna give up just yet :)