Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Alessandro Piroddi

125
Posts
7
Topics
476
Followers
34
Following
A member registered Jan 12, 2017 · View creator page →

Creator of

Recent community posts

Very interesting :)

I personally have a... very critical approach to this 😅 Which is surely rooted in my personal taste in games and game experiences.
Depending on how we define them I tend to value "immersion" and "realism" very little compared to other elements. They are "nice to have" but don't make or break the game (which instead is was many people firmly believe 😬).

I think we would need to discuss specific examples and practical ideas. The concept of "level of guidance" is very interesting, for example. I saw a very cool analysis of how landscape design is used in the last two Zelda to invisibly guide players towards an almost linear progression, without ever placing a hard block in their way.

But yeah, the fact that the whole thing can be extremely subjective makes it a difficult topic to pin down.

Like... I can't play games like Undertale and Hollow Knight.
I just can't.
I love everything about them, but the friction caused by their respective combat systems makes me just throw the controller (a metaphorical one, I am a mouse+keyboard player through and through) at the screen and rage quit after the Nth attempt.
Does this count as "breaking immersion" or is it something else?
Would I be more "immersed" if I could benefit from some blatantly extra-diegetic help but stay in the flow of the game?
Is flow (an allegedly mental state where your mind is kinda switched off while also hyper-focused on a mechanical task) a form of immersion... or is it its antithesis because it kills the illusion of "being really there" to focus on a hand-eye twitch-based reactivity?

Or...what about the UI design of Disco Elysium? It is 100% extra-diegetic, but due to its perfect match with the game's overall stylised art-style and metaphysical-inspired ideas, I would argue that it actually contributes to make the game more "immersive" as you are never taken out of the experience graphic language... while still clearly engaging with lists, points, literal dice rolls, etc.

Very cool topic indeed :D

For example... at least in TTRPGs... I stand by the idea that it is far more "immersive" to have mechanics that foster, support and deliver emotionally impactful content, rather than trying to present an arbitrary model of imagined physics (aka - it is less important to know that falling from a balcony causes 3d6 crushing damage, than it is to establish that your own brother pushed you down because of some misguided reason that you [the player] actually care about).

Immersion through personal engagement? Maybe? Or (again) is this not "immersion" but something else entirely?

At the moment, the idea is to write a theoretical thesis about the value and impact of Solarpunk narratives.

I will mostly research literary and media sources to formulate my argument, and connect it all to my Torque Saga prototype as an example of practical application.

For context, Torque Saga is a solo-journaling ttrpg I'm designing to work a a form of "narrative campaign" for the Torque Arena miniatures game. At face value, the point is to explore the world of Torque and the stories that happen AROUND the tactical arena events. Behind the curtains the goal is to provide an experience that, while engaging and fun in its own merits, can be able to "teach" solarpunk ideas and concepts without any sort of tedious info-dump or classic frontal communication.

I guess the seed question is "how do we fight Capitalism Realism?" and my personal answer is "with Solarpunk narratives" (among other things).
So a better formulated academic question would be "Can Solarpunk help fight Capitalism Realism?" and the paper will be the argument in favor of this.

Sorry for the late reply, but RL is taking a toll lately, and I was also prepping up this announcement 😉

The Torque Arena artwork is by Alexandra Shilehart.

Master duration varies, but it is usually 3-4 semesters... on paper 😅 But most of it is behind me now, and with next semester I hope to be done with the thesis too.

Uh, your topic is very interesting too! And... quite thorny and complex 😬

In my experience, "immersion" is one of those tricky words that can mean nothing and everything depending on how you look at them. Too often "immersion" and "realism" are used to mean "all the things I personally like" without really taking a hard look at 1) what we mean by that, and 2) whether is really is as valuable/positive as we assume. 

What is a "better" play experience? One where I am seamlessly immersed but have no clue how to progress? Or one where a well-placed marker keeps me going? And on the flip side, what breaks the immersion more? Being frustrated and rage-quitting, or a helpful non-diegetic marker that keeps me in the flow?

All very interesting and non-obvious qustions! Especially when looked through the lense of level-design as a for of designer-to-player communication. Very cool! Pleae be sure to let me know when you publish something! 😃

About Fantasy World... if you don't mind I would love to answer to all your questions over at the UnPlayable Hub 😜

I've replied HERE :)

(3 edits)

This is the sequel of another conversation with Pessouza about our Master studies in the field of games 🤓

[in reply to their last post...]

I technically have a Discord, but don't really use it 😅  I'm in the process of building a forum (that doesn't suck) as a nexus for all my games... I'll share it as soon as it is ready.  In the meantime, here is fine, or by email or Whatsapp/Telegramm if you want more privacy. Just mail me your contacts 👍

I am italian but live in Germany, and am in the final stages of a Master in game production at the HAW University of Hamburg.

My main project has been a solarpunk miniature sports game, that you can download a play for free here : Torque Arena

I'm also developing a companion game for it, a solarpunk solo journaling rpg focused on everything that happens AROUND the arena: the village that your team represents, the landscape around it, the problems and opportunities and discoveries and events that happen to this community, and the people living in it. This "Torque Saga" is still in development though 😉

My masters thesis will be written about these games, and in general about the value and function of Solarpunk narratives as a tool to contrast the pervasiveness of neo-liberal and hyper-capitalist world views (Capitalism Realism).

What about you? What are you working on? :D

Thank you! 🥰

Where are you doing your Master?

(1 edit)

Hi Pessouza, well met! 😃

Unfortunately, as mentioned before, there is nothing /legal/ that can be done until Luca and I properly rebuild the PDF.

Be sure to keep checking FW itch page, or my Patreon, for the latest news and be ready when (eventually 😅 ) the new PDF drops.

Hi Alexander 🙂

First of all, thank you so much for the  continued interest in Fantasy World. It's really awesome, and I hope you are still able to enjoy the game even in its current "commercially indisposed" state 😁

Yes, having the PDF available sooner rather than later would be best. Once the file is available it would take little extra effort to set up a couple of PoD options to make physical copies available too. Unfortunately, life happens and plans get derailed. Still, I would like to offer you at least a small status update and future timeline 👍

I am currently absorbed by the final stages of my Master in game development, which directed me towards the development of Torque Arena (miniature sports game) and its companion game Torque Saga (solo journaling rpg in the solarpunk world of Torque).

Additionally, some family struggles will pretty much occupy my upcoming months, at least until September. Then I still have a master thesis to write, but that's a problem for future me 😅

Luca is also absorbed by life necessities. And some very interesting design work that I am not at liberty to discuss here 😎

Hence, Fantasy World is our top priority project "after everything else we can't ignore or postpone" 😬

Still, we finished wrapping things up with MS Edizioni, which took longer than expected. And got back the original working files for the Fantasy World rulebook pdf. Now, here's the rub...

At the time of my last post it was not immediately clear that in order to put forward a non-MS Fantasy World pdf we would need to literally re-build the file from the ground up. Even using the same art and assets and text and cloning the original layout (all of which were produced and are owned by Luca and I) the new file needs to be manually re-laid out again... which requires time and effort. And since we are doing it, I want to incorporate all the typos and errata that players reported throughout the years... which adds a little extra time and work on top.

So the current "plan" is to rebuild the FW pdf + errata as soon as possible, definitely before starting work on a second edition of the game proper.

The problem is, unfortunately, that "as soon as possible" is not going to be until a few more months, at least. And we have currently no way to draft a reasonable timeline. I would love to have the PDF back online not long after the summer months, but I can't offer any assurances. Maaaybe sometime before the end of the year could be more realistic? But again, more pressing matters might delay it all again.

I am really sorry for this state of things, but such are the vagaries of small indie development. Still, thanks again for the passion and support ❤️‍🔥

Hi :)

Thank you for supporting our game ❤️

So, at the beginning of 2026 the authors of Fantasy World (Luca and I) amicably ended their collaboration with the Italian publisher MS Edizioni 🤝
As agreed, they withdrew the PDFs from all platforms.

Luca and I intend to soon (😅) release a slightly updated "Indie Edition" of the PDFs and maybe offer a couple of PoD solutions. Just to have the game be available with some fixed typos our players noticed over the years (all already implemented in the free wiki). When this is ready and available I'll post about it here on itch, so everyone interested should be notified 👍

After that... we have plans. But I'll talk about those in a proper Devlog post when the time comes 😉

Awesome! :D

Hi :)

Let me see if I can be of help. All in all MS Edizioni is a small publisher and tends to reply quite slowly (unfortunately, but also understandably) ^_^'

To which email address did you write?

I'm dropping here some interesting link I found / were sent to me.

From Capitalist Realism to Solarpunk Reality. An interesting YouTube conference.

Solarpunk Reference Guide. An aggregation of useful links on Medium.

Solarpunk Manifesto. An Italian resource.

Dear community, I need help finding ideas, inspiration and "visions" to craft a MadMax-like world were #solarpunk solutions took the place of capital, tyranny and neo-liberal egocentrism.


How could one "show not tell" the most striking features of such a society?

What inner groups and factions could clash WITHOUT turning back into accumulation-driven predators?

How could external threats and rival forms of society be depicted without making them into "cool anti-heroes" ? 


Community, land me your creativity! 😃

That's awesome, thanks! :D

Not only the original title... but the ending is also different! ;D

(1 edit)

Torque Arena is a tabletop miniatures sport game (MSG fuyioh!) set in a post-collapse solarpunk world. In this setting, Torque is a full contact sport where rival crews of battlers vie for control of a mechanical contraption, the eponymous "torque ball”, in order to "slay" the opponent's Totem.

The core gameplay is now available for public playtest and in search of feedback, while the narrative campaign play and its setting are still in development. If you like it and play it, be sure to drop me a feedback and some pictures of your kitbashed crews :D


(4 edits)

Nope :)

All NPCs have all the Harm options, always.

The difference operates at the moment when an NPC suffers harm.

As the victim, the NPC's player (aka The World) chooses which effects to mark among the ones that are both available and fitting the fictional situation. Just like a PC/Player would.

But while a Player will usually want their PC to survive the longest, suffering the least problems and injuries... the World plays according to a different set of goals and principles. The World doesn't care for the specific NPCs, but for how the NPCs can serve the narrative.

That's why there is what amounts to an easy "KO" effect at all levels, be it Temp or Serious or Deadly. To help the World handle mooks and cannon fodder without bothering with real bookkeeping ;-)
So a goblin COULD go down with a cartoonish hammer-punch to the head... or they could fight direly to the bitter end.

It's one tool for the World to regulate play difficulty and the combat's narrative flow. To highlight important adversaries, and to gloss over unimportant extras. Same goes for handling GROUPS. Which is another tool for the World to easily keep track of just one or two play entities, while describing great numbers of characters.

The difference between a goblin and a dragon is thus 100% fictional positioning.

A relatively proficient swing of a sword could be Deadly to a distracted goblin, or Serious for an alert goblin, or Temp for a goblin that is ready and armed and skilled.

But a dragon? A relatively proficient swing of a sword will never do any amount of Harm to such a building-sized and tank-scaled beast :P
Then again...
Once the PCs come up with a clever plan, and execute it with cool and risky actions, and finally plunge a sword deep in the creature's eye... is the World really going to say "yeah well, it's Deadly harm but the dragon will only die _eventually_" ?
Maybe. Sometimes it might be appropriate.
But some other times it would be much better to have the wyrm die instantly, in an epic and dramatic fashion. It has fulfilled its narrative purpose , it has exhausted its use as a prompt for Players to be clever. Why drag things out? Why sour their victory? Unless there is a good and specific reason for the World to just end the scene, why linger?

Does this answer your questions? :)

EDIT:

In the opposite direction, the World might opt to inflict on their own NPCs effects that are more hurtful than what the PCs intended, to tense a situation and heighten the drama. To show the risks of violence and to kickstart interesting consequences.

"I just wanted to rough him up a bit! I didn't intended to really hurt anyone! How did this go so badly out of hand? T_T"

>:D

Hello Ngoroth :)

Happy to hear you're enjoying the game :D

The design reason is that FW doesn't want to give importance (in terms of time, effort, mental space, etc) to the everyday logistics of "money".
PCs are always assume to have as much "buying power" as the fictional positioning make it reasonable for them to have.
Thus, Players don't track coins.

Moreover, any PC could just start the game being noble, rich, or both, and thus be entitled to have any level of resources and luxury that would make sense. The One Golden Rule to help basic human communication are there to ensure gameplay stays at a level that makes sense and satisfies everyone.

Therefore, the COINS fellowship is never chosen because the PLAYERS (not their Protagonists) want to accrue fictional riches.
That fellowship exists to allow Players to play Protagonists that go forth adventuring as a "profession". Money is one of the main drivers for those characters, but the game is disinterested in engaging with it. It's just a motivator. The real object is immaterial.

Example...

An NPC wants to hire the Coins, but they are too poor to pay "the usual" fee the Coins would ask to a normal client. What do they do?
The game is interested in posing this question, and in seeing what kind of answer the PCs offer.

An NPC wants to hire the Coins, but someone in the fellowship tries to barter for a higher price. "You pay us more or we don't have a deal!"
This can totally happen, and will probably translate into interesting and meaningful reactions from the NPC/World, and probably trigger moves from the PCs, producing engaging play.
How much is "more" ?
Is it a lot or a little?
These questions are immaterial, and can freely answered on the spot:
- We are asking for exactly 75 more Frilly Brilly Tokens, not one less! :P
- Wow, that's a lot for a normal person! But this is a rich merchant, they will sweat but could probably pay without real problems.

More interesting questions would then be... Is it worth insisting on it if the NPC makes problems? Can we then trust them to pay up what was promised? Why even ask for more in the first place? What does this behaviour say about the PCs individually? And as a known fellowship? Do you have a goal for the money you accumulate? Does then adventuring pay well or are you just scraping by? If it's just a normal 9-to-5 job for you, is it worth risking your life for? What about now? And now? Etc...

As you see, actual amounts of money are of very little interest for the core elements of FW. Money might be important for the PCs, and they have it and use it off screen. Instead, for the Players money is just an excuse for adventuring.

That said, nothing prevents you from tracking SOME SORT of monetary resource, or the overall level of luxury and life-style the PCs have. Just use the rules in the Equipment & Supplies chapter :)

The loot from an adventure might be jotted down as a single Tag, affecting the fiction because... it is heavy? cumbersome? is it represented by a single chest or a few bags? is it flashy and hard to conceal? is anyone after it? will it be lost during a particularly problematic and hectic scene? does it make you a target for bandits and thieves? what happens when the PCs meet a poor village in dire need of financial help? what will they do with the treasure they are carrying then? what will the desperate villagers do if they find out that salvation is at hand, but being withheld?

This is the important stuff, in FW :)
Then sure, the loot Tag could also grant Advantage on Restock moves as the PCs spend bits of it... IF the PCs are somewhere they can spend their loot in. Is it gold? What is gold worth in the middle of the desert? Is it ancient books and paintings? What are they worth among savages, or among a civilization that doesn't understand them, or that has grown beyond them?
And of course it could lose worth (just rewrite the Tag accordingly) if the PCs spend too much of it, or it gets damaged by the environment, or in combat. Is it worth holding on to it (and all its implied drawbacks) until the ideal destination to sell it for profit? What if the recipient client makes problems because the loot is not as pristine as they expected? Etc...

Once the loot gets offloaded somewhere safe and somehow converted into resources it might simply turn into normal supplies for everyone, or special unique objects, or why not a special "Supplies" track, separate from the normal one, to specifically represent how much money the PCs have? This works best if you play at a level where that would also GET USED for something... like... hiring henchmen, bribing nobles, maintaining some sort of estate, trying to apply political pressure, running a real business, etc.
If you are really just going to play the classic adventuring party out for the next bag of gold coins, this is better left out, as it adds near-useless elements that will only distract and get in the way of what people really want to do :P

Of course none of this is set in stone :)

Play might start one way, then evolve in some other direction. Maybe for your specific group and campaign, tracking money in more detail makes sense. FW offers you a bunch of tools you can easily scale up and down in detail and complexity.
My personal advice is always to start on the lighter side, relying heavily on pure fiction and nothing more (Tags, Agents, descriptions, fictional positioning). Then try adding small and simple bits of mechanics if/when there is a specific thing you want to be more central to the game you play. The final chapter has a few words of advice on how to hack and modify FW to your needs and desires... you could end up crafting a "harm" system for financial warfare between rival city guilds, or even nations in cold war ;-)

Let me know if these comments are of any help, and if you have any more questions :)

So, I asked around and was told that MS is sending PDFs out in these days (no idea why they didn't reply to you at all at the time).

Can you tell me which email and name did U use to contact them previously? 🙂

(1 edit)

Hi tenefix :)

Did you write the email to info@msedizioni.it ?

Hi spidamoo, happy 2024 🥳

I’m happy to hear you like my game 🥰

I was under the understanding that the international distributor, Ares Games, provided copies throughout Europe. Have you tried contacting them by email?  info@aresgames.eu

You can also try contacting the Italian publisher MS Edizioni. info@msedizioni.it

Or ask your local games stores to do that for you, to carry copies of the game in their stores.

Either way, let me know how it all goes ☺️

I was also thinking... what kind of game are you trying to put together?

If team-driven action and dungeon-mapping are not the core of your ideal experience, maybe a very different solution might work too?

FateLess is more focused on campaigns over one-shots, and individuals over teams.

Touched by Evil and Ikigai both focus on a single protagonist shared by the group of players.

Cerin is a lighweight (and lighthearted) game in between these extremes: team focused, one-shot, and less procedurally strict than L&A.

Then outside the realm of my games there is a vast variety of awesome titles that offer all kinds of gmLess solutions :)
What are you looking for exactly?

I see.

That bit has not changed, but what follows should be a bit clearer...


This links back to the general Speaking Order rules. Basically instead of the Ref being the only one doing the Ref job... the Ref is the one with precedence, but then everyone else can have a chance to pitch in ideas and answers. The same happens in the Ref Phase, where the system basically asks questions to the players.

Thus, the Ref job is not a monolithic thing that needs to be passed around. Anyone can join in any time they feel like.

As mentioned somewhere else, having clearly defined roles is mostly for order and clarity. The group always knows WHO is supposed to say WHAT and WHEN. Once that is clear, they can easily behave in a more relaxed way, offering ideas at any time, if/when they feel like. Some groups benefit (or ever require) a more hierarchical order to feel at ease with the game. Some players have problems with (or categorically refuse to) engage with Ref-side activities while they are still also playing as Delvers. For them this structure is beneficial.

For others (maybe your group?) it's more like a vague guideline to follow by feeling ;-)
In the case of this specific game element, as long as your group feels good with it, it's all good. The important bit is avoiding that same person asking a question and offering the answer too. That is usually quite boring and shifts the experience too much towards "shared storytelling" rather than an actual game where you get challenged and surprised. 

Hi :D

 I appreciate the attempt to be explicit about PbtA moves and expectations. Codifying various dungeon delve bits into Discovery, Navigation, Peril, and Progress scores appears to work to support generation of this specific type of adventure. Clearly categorizing the moves according to the types of actions in the delve is also very helpful.

Thanks 🥰

Keeping track of the various modifiers and subsystems and if/then conditional outcomes is a bit more bookkeeping than my table prefers. 

In an ideal world that would all be taken care of by an app. Part of the design of this game is aimed at making it "app friendly" so that Players would not even need to read the rulebook. Just open the app and follow the instructions on screen. In the meantime, this "paper prototype" requires a bit of human-powered maintenance and bookkeeping, that's true 😅

Shared refereeing as written in this game is something I’m very interested in. However, it appears that the Ref falls only to the Leader until such time as another PC escapes or dies. [...] Do you have experience or suggestions for multiple Refs in less lethal games? Have you thought of a mechanic to share the role across the other players?

Actually, yes :)

The currently online version is from April 2023, but the latest WIP document is from September 2023. I made a bunch of changes and tried to playtest them befor publishing an update... but time and IRL issues delayed that quite a bit. I'll try to get around to upload the new files as soon as possible.

One change that might interest you is to the Lead role. Before, as you noticed, the Lead was the Ref until a full-time Ref emerged.
Now instead the Lead actually leads the Ref procedures as a sort of moderator, meaning that everyone else gets to participate if they want, with the Lead managing and prompting the conversation and then, is needed or wanted, pitching in last. Here are the relevant bits...



This system ideally avoids the Lead being the sole Ref of the game, and helps everyone being more included and partecipative... if they want to, when they want to. In addition to this, the Ref Phase itself has become more structured than before, hopefully easier and clearer to handle :)

I hope this helps with your question! 😀

Hi Bill :)

Sorry for the late reply, but during the weekend I was away, attending a game fair in the city of Essen, Germany.

Fantasy World RPG is free to read and play through a dedicated wiki-rulebook, here. This is why the game is "pay what you want". It is merely a tip-jar for people that feel like saying thanks.

What you have downloaded, the lavishly illustrated PDF chapter, is a preview of the commercial book published and sold my MS Edizioni.
You can get the PDF from DriveThruRPGs or the printed book from Ares Games either through their online shop or by asking your local store to get a copy from them.

The two versions (free wiki and commercial PDF) present exactly the same text, complete in its every part. The main difference is that the PDFs have a much nicer layout, a lavish set of more than 60 original illustrations, and most people find a PDF more usable than a wiki :P

I'm sorry for the confusion. I'll try to make this all clearer in the project page here on itch.

And if you have any questions or problems, please don't hesitate to contact me here :)

I didn't know about that website... but I'm not sure how it's supposed to work. I can't find an obvious way to submit a game to the list.

Or am I supposed to use their wensite to (re)build the whole SRD from scratch? o_O

Grazie del link, adesso me lo guardo bene :)

Sul premio al "più" qualcosa... si. È un'intenzionale introduzione di un elemento competitivo. Una competizione minima e amichevole, ma pur sempre una competizione. Puoi compararlo a una FanMail, un metodo che richiede ai partecipanti al gioco di valutare il contributo degli altri,  e in ritorno di essere valutati allo stesso modo. È un elemento periferico ed extra che, nello specifico contesto di questo gioco, ritengo possa avere un effetto positivo (ma capisco se la tua mente va verso altri giochi in cui un simile elemento crea tossicità al tavolo).

Sarei molto curioso di sapere come funziona al tuo tavolo, se mai avrai modo di provare una partita :)

Vediamo…

Per farla semplice, le parole possono assumere diversi significati in base al contesto e all’uso. La tua definizione di “punk” è certo valida, ma non è l’unica esistente (non mi metto a citare vocabolari e altre fonti).

Nel contesto del manifesto parlo di generi narrativi, e in quell’ambito ho cercato di individuare ed esplicitare l’elemento comune in tutti i qualcosa-punk che conosco.
Alcuni presentano il tema della “ribellione contro un sistema oppressivo” o per lo meno la “rottura violenta con uno status quo”… ma…

  1. Laddove possiamo concordare che il genere cyberpunk comprenda il tema della ribellione sociale… non tutte le opere etichettate come cyberpunk contengono quella tematica. Esiste tantissimo materiale “cyberpunk” il cui focus è l’estetica retro-futurista immaginata negli anno 80 a base di neon e cromo, spinotti e cavi, crimine organizzato e rockstar.
  2. Vari qua qualcosa-punk esistenti non hanno alcuna traccia del tema della ribellione sociale. Tipo lo steampunk, il dieselpunk, il rivetpunk, il cottage punk, etc etc etc.

Sono generi narrativi. Comprendono tanti elementi. Quello che tu individui è solo uno fra tanti, eppure tutti sono identificati come qualcosa-punk. Io mi limito a notare questo fatto, e a definite il concetto di Grognardpunk in base ad esso.

Poi oh, se vogliamo scavare a fondo si può facilmente inquadrare il Grognardpunk come rottura di uno status quo ;)
Ma è tutt’altra tematica.

- - - - - -

[quote]
Un altro dubbio, che viene […] dal manuale, riguarda i PX. Mi sembra che premiare cose come:
"vote who seemed to answer the most questions" possa promuovere l'idea del "bravo giocatore".
[/quote]

Corretto.
Il gioco premia, in modo chiaro ma gentile, i comportamenti al tavolo che permettono al gioco di funzionare bene.
Chiaro, perchè elenca esplicitamente una lista breve (3 elementi) di comportamenti pratici.
Gentile, perchè lascia ai Giocatori stessi il giudizio, e perchè l’impatto di questo giudizio è desiderabile e gradevole ma minimo.

Ma ho l’impressione che questo per te sia un male? 😅

Ciao 🙂
> sono sorte DIVERSE perplessità, ma tipo tantissime

LoL  🤣

Il paragrafo sul "punk" si trova nel manifesto Grognardpunk, che non è il manuale di gioco, ma un documento che esprime le idee alla base di un certo modo di fare game-design. Il regolamento di gioco è nel file 20221117_TPK_Rules_tes.

Questo già potrebbe spiegare alcune perplessità 😅

Parlando invece del termine "punk"... io mi limito a prendere atto dell'uso corrente e funzionale. Ma mi interesserebbe vedere l'intervista di Iacopo. Se ritrovi il link me la potresti postare qui? 🙂

E tu, cosa pensi che significhi "punk"? E perchè sarebbe lontano dalla definizione offerta nel manifesto?

Has anyone succeeded in having their itch page verified on Mastodon?

I tried adding the Mastodon link to my itch profile both in the "rel=me" and "rel=nofollow me" variants, but it doesn't seem to make any difference. Am I misunderstanding something? :P 

Yes, you understood correctly.
I'll make it less ambiguous. Thanks! :D

I'm happy you found a fix, and I hope you'll enjoy the game :D

I really don't know what I could do on my end, though :/
Maybe delete all files and re-upload them?

Awesome :D

Hey dear supporters of my weird weird games, I have a question for you!

How would you rather get my blog posts?

  • as a DevLog
  • as a PDF file
  • as both, because they serve different needs you have

Please let me know. Maybe elaborate a bit as to WHY you prefer one option or another.

Thanks :D

You're welcome. But to be honest, the technical tips on how to setup the blog structure and RSS feed came from some good people on an Italian itch.io Telegram group I am member of.

Anyway, I hope to read your own blog posts soon! :D

Nah 😝

Banalmente è un pezzo che questo progetto lo prendo e mollo.

Mi fisso che non ha senso svilupparlo senza farlo direttamente in formato APP ... ma in realtà un paper prototype non farebbe male allo sviluppo.

Ste seghe mentali 😅

Gracias! :D

(3 edits)

Io penso che proverò di nuovo a mandare avanti Old School (mis)Adventures :P


Thanks.
Fixed in the (upcoming) revised text :)

Fixed :)