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Domergue

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A member registered Apr 08, 2017 · View creator page →

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When it's the monster's turn (after the players), it can act and use its abilities or it can attack by doing rockpaper.
The player still win/dodge if there is a tie (unless specified otherwise, like with the horse or enchanted knife).

Thank you for noticing this unclear ruling. I will write it more clearly.

I'll get to it at some point next year, when I'll have the time !

The file itself has not changed since the 3th, only some text in the web page.

For next time: If you purchased it, there should be a "you already own this" bar at the top of the page.
But if not, you can always download it for free, without buying it again.
Click on "Download now"
Then click the grey line "No thanks, just take me to the downloads page"
without buying it again.

Already corrected some errors!

No.
You don't have to counteract every part of a monster.
Say you fight a bear in real life: you don't need to cut its arms off before piercing its heart or head.

So, same thing here.
You want to destroy their core, but its protected by a thick layer of skin.
(plus its hidden, not in plain view)
But you cannot start tearing it down with arrows, because of the eyes ability. It will dodge.

So first, you have to gouge its eyes out, or remain on close contact.
Once there, you can spend a few turn hacking at its skin, to get to a vital part later.
Or you can maim its claws or beak, so you are not constantly being attack.

But you don't have to, you can focus on the protective skin, and then just kill it by poking its heart.

A black bar tells that each section next to it is protected by the one above the bar.

Is it more clear ?

They can have 5HP each, or give 8hp to one and 2hp to the other.
All players have 3 skills each.

Sure do!
You can email me at [email protected]
Thanks

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You would have been even more disappointed then because I work on an azerty, so it would have been Q D for left right, and Z to shoot. :')

The arrows are the same on every kind of keyboards, that's why I chose them.

Quand on obtient des pourcentages negatifs, on ne peut plus du tout aller sur les étages ayant une salle négative.

J'avais -120% sur les salles de heal, et du coup, impossible de cliquer sur les fraises quand il ne reste que elles (Quand il y a deux fraises dispo par contre, c'est 50/50).

Je ne m'attendais pas à ce résultat.

.

Isn't the claymore the optimal choice ?
You always have a 50/50 chance to hit, and you only have to hit twice with the claymore, thrice with every other weapons.

The layout is cool and works!
On the other hand, the empty tables are a hassle. This is most of the work anyway.
Would be great to have a handful of pages already filled up with flavorful tables you could used right away.

The layout could change, the vibe of the tables could change, but will only be a few rolls from play.

Excellent!

This is my jam and your tables are quite thoughtful and fleshed out. This is a great generator of ideas.

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I don't know Lancer so I don't really understand everything, but this is cool looking and easy/intuitive to use. Good job!

Your pixelated font is hard to read though, the colored shadow is pretty bright while the white letter are quite dark, so it all merges together and make the reader stumble/squint.
Also, the change of font style with the info boxes is jarring. I'm not a fan of those outlined black letters.

Great concept!
Could help to have a few examples of expected wealth from different "levels" (missions/sessions/status), and not just the starting point.
Since you've used the system a lot you could have a good idea of where things go usually.

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This is cool.
I don't know FIST, but here are some suggestions from an outside point of view.

- Sometimes you have sound effects, but the rest of the time, total silence.
Sound effects and a little juice are great, they could elevate the experience, be satisfying.
- When creating the characters, since there is a lot a traits etc. a little reminder window of what this trait/class is when you click on it would help.
- i didn't find the character sheet button at first. The icon is not fully saturated nor obvious. Maybe it could be a regular icon file (like a rectangular piece of paper with a folded corner) and be fully bright green.
I see that the info boxes exist inside the character sheet, well, great!
- The 3D view is harder to read than the 2D view. You can't really tell at a glance where the characters are. I am not certain the 3D view is worth the effort you must have put into. Wouldn't it be easier to focus on the 2D? and have it more refined and less simple?
- The controls only work in the 3D view. When viewing 2D you can only zoom and not move around.
- I use a lot of 3D software for my job, from autodesk's to blender, zbrush and such. Your choice of moveset is not easy to navigate and demands a lot of keys. Why not use the standard from other 3D softwares? three keys to hit: move/rotate/zoom, and all the movement are made using the mouse or scroll.

The mission tables are cool, and it is fun to have it be a moving point on the world map.
Keep up the good work!

This is my jam, and is well put together.
Would have loved to have more questions or tables and the back side of the page. Make full use of the paper. Or having players draw/write secrets on the backside of the landmarks.

Well, this is inspiring!

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This is great! Especially in 7 days.

There is enough folders to sometimes be lost, but no so much as to become upsetting. The graphics are awesome and cute.

It has a lot of potential, with stronger enemies towards the end that is really easy, more synergy between them, more use of the theme maybe with viruses, shortcut folders, hack tools, folders filled with notes or picture that tell an overall story of who you are hacking, etc.

Anyway, I had fun!

Every witch and wizard needs a good wand, some crazy spells, ancient artifacts of power and mythical beasts to chase through a whimsical forest while a prophecy hangs overhead.

You'll find it all in this book 30 pages of random tables, which will help you add a little magic to your TTRPG sessions. And all you need to use them is a simple six-sided die.

https://domergue.itch.io/magical-ttrpg-tables

I'm sure you always wanted to have your own personal magic wand for your characters. And I made a little personality quizz to guide you to YOUR very own wand! There is 27 illustrated wands to choose from.

What wand did you get, and what do you think it means?





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"It's much easier to show than it is to squeeze into a sentence ha!"

Maybe you could show it, then? something like this? I also stumbled on this part during my read.

(edit: just noticed that that is the point of the numbering under the dice! I didn't notice at all they had differents numbers! a few arrows should help)


Really great and nicely done. A bit hard but so much potential ! (different heroes with different interests, different type of dungeons, etc.)

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A few friends wanted to play a Harry Potter ttrpg but, neither them nor I, had any time to prep the game, write a campaign or anything.
So here is my solution !

https://domergue.itch.io/hogwarts-express

Hogwarts Express is a ttrpg requiring no prep at all, using a minimalist ruleset, a bunch of six-faced dice and A LOT of guided improvisation and randomness.
Built upon the Hopes & Dream system.

You play as a group of Hogwarts students, in any time period you want, against any kind of vilain you can imagine. It could be a small scale story with a mean bully, or a grand adventure against the deadliest Dark Mage you can muster. Voldemort, Grindelwald or even your own creation.

Welcome back to middle school. This time around, it's magical !



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For the webstore part, there's Big Cartel ( https://www.bigcartel.com/ ) which is a bit like bandcamp and itch io, but for selling physical stuffs.

You still have to ship the things yourself, which must still be a logistical pain, but at least it takes care of the selling online part easely.
(it's free if you don't have a lot of products to sale, and they don't take a cut from your sales. ( https://blog.bigcartel.com/big-cartel-or-etsy

Good luck !

The game only miss a bit of depth and a lot of juice.
This is a strong base: the design are cute, the overall look of the game too, and the mechanic works.

But there is zero juice right now, nothing moves, nothing explodes, nothing dies.
This is my main issue, and what made me stop playing.

As for depth, the cards don't allow combos/synergy. Which is the funnier thing with this type of fighting game I think.

The UI is a bit counterintuitive also, since I am using my mouse, I am constantly trying to click on things instead of using the arrows. And it took me three cards drop to see that there were info at the top of the screen. the stats part was very much the focus of the whole screen. Maybe make the backdrop of the card name in white too or something, to make it "part" of the stat block. Something like that.

I got as far as 3985 points before stopping, Do we gain additional dice continuing ?
It was a bit frustrating to never being able to use excalibur.
There is a 4.7% chances of rolling 16 or higher on 3 dices; it's HARD haha. Even a D20 has a 5% chance to crit.

Great job on 48h anyway ! I enjoyed playing and was only needing a bit of juice/movement to continue playing longer.

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my strategy was to build only a couple of sewage plant, that produce a A LOT of money, and have everything else be either research or anti-pollution things.
The plants give plenty enough money to gain the 100+ % research needed.
And all the anti pollution thingies allow to be in the negative.

In the end, you can also replace the plants by environemental stuff and have a clean planet

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I was bummed that the game forced me to escape or lose, even if my planet was really deep in the negative of pollution and with like 150+ research.
Why escape a planet that's fine ?