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the jonkler's shit games

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A member registered Nov 27, 2022

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hey sorry i haven't replied earlier but

2- that's exactly what i was going for! situational damage increases/decreases are going to happen (ex. someone who's perfectly healthy will definitely hit harder than someone who's beaten and bloodied), so i figure there might as well be a way to include that

3- now that i think about it that's definitely true- i can see some portrayals of ""insanity"" being generally concerning. i'll be sure to read up on it and try to handle it respectfully

thank you for the advice and kind words!

i haven't been working much on my submission (semester ending soon), but i had a snow day to work on my system, so here's a couple things i've come up with

1- traits as classes: classes aren't traditional roles, but are instead adjectives to describe a character (prepared= basic combatant, corporate= specialized assassin, hippocratic= medic/support). at base level, they're all assigned a specific gadget that is tied to them as a "class." multiclassing works by essentially swapping the character's original gadget for another (i.e. the corporate's dog tags being equipped by a bloodthirsty character). this could lead to more powerful creations and more fun combinations methinks

2- non-fixed damage rolls:  this one's simpler.  the game's rules allow for some wiggle-room with the damage of a weapon, simply stating a suggested damage. this is because i feel having a single fixed, unwavering damage value can be a little... boring? stagnant? idk, but i prefer the idea of "this baseball does 1d8 damage, but this other baseball bat does 1d6 damage due to wear and tear"

3- stats: tenacity is a statistic that represents your toughness and resilience. it also dictates your max hp and max rp (resistance points, which can allow a character to push through damage), and control is a statistic that represents your sanity and mental stability. if you have low control, your character is more on-edge and skittish, and a character with 1 or 2 control is essentially untethered, and should be roleplaying as such. also, marksmanship is a separate statistic from dexterity, and dexterity is reserved for slashing or piercing damage, while strength is used for blunt damage.

let me know what y'all think!!

i'm kind of interested in this, but also nervous because i don't know if mine will hold up well

are there any requirements the game has to meet or can it just be like. a silly little game?

my dumbass keeps lookin for the wrong ingredients but it's fun so far :)