Hey yeah absolutely! Please be sure to give me credit and link back to this version on the Itch page, but when you do let me know so I can share it! Would it be useful to you to have a textless version of the layout?
I’ve already completed the Japanese edition! In the description on the website where it will be published, I have included the designer’s name and a link to the itch.io page.
Please let me know if there are any errors or anything that needs to be corrected.
Did a playthrough of this and quite enjoyed it. Interesting mechanisms but have some clarifications. 1) Does gear occasionally cancel the need to make rolls? 2) Does Harm start at 1? Thanks for making the game and creating the jam!
1) This would be a GM call, but ultimately, if a piece of gear would remove risk (or significantly reduce it) then you can avoid rolling. Other times gear might just make it a bit easier (represented by rolling and discarding an extra die) or it might be that gear makes it possible at all.
For example, a grappling hook might make climbing easy enough that you don't need to roll, or there might still be some risk because you still have to avoid venting steam. But you won't be able to walk across the metal ceiling at all without MagBoots.
There is also an assumption that there would be more than one freelancer, each with their own set of gear. Playing solo you probably want to roll once or twice more for extra gear.
2) The intent was that Harm starts at 0, so you effectively get two free 'harm consequences'.
From my reading of your play-through, it looks like you were rolling a d6 for each zone on the way out against your Harm? The intent is that Harm Level is checked against when you roll for an action after the tower has fallen - either on your way out, or if you decide to push on upwards. So a HL of 3 has a small chance of being taken out (~3%) and that increases on a curve, up to HL 13, where any roll will be enough to finish you off.
So all things considered, you were probably playing on hard mode!
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Thank you for making such a fun game using a Jenga tower! Would it be okay if I translated it into Japanese and released the translation for free?
Hey yeah absolutely! Please be sure to give me credit and link back to this version on the Itch page, but when you do let me know so I can share it! Would it be useful to you to have a textless version of the layout?
Thank you very much for your reply.
I’ve already completed the Japanese edition! In the description on the website where it will be published, I have included the designer’s name and a link to the itch.io page.
Please let me know if there are any errors or anything that needs to be corrected.
https://qnr.booth.pm/items/8624918
Thank you again for creating such a wonderful game!
Did a playthrough of this and quite enjoyed it. Interesting mechanisms but have some clarifications.
1) Does gear occasionally cancel the need to make rolls?
2) Does Harm start at 1?
Thanks for making the game and creating the jam!
Hi thanks for your writeup and questions!
1) This would be a GM call, but ultimately, if a piece of gear would remove risk (or significantly reduce it) then you can avoid rolling. Other times gear might just make it a bit easier (represented by rolling and discarding an extra die) or it might be that gear makes it possible at all.
For example, a grappling hook might make climbing easy enough that you don't need to roll, or there might still be some risk because you still have to avoid venting steam. But you won't be able to walk across the metal ceiling at all without MagBoots.
There is also an assumption that there would be more than one freelancer, each with their own set of gear. Playing solo you probably want to roll once or twice more for extra gear.
2) The intent was that Harm starts at 0, so you effectively get two free 'harm consequences'.
From my reading of your play-through, it looks like you were rolling a d6 for each zone on the way out against your Harm? The intent is that Harm Level is checked against when you roll for an action after the tower has fallen - either on your way out, or if you decide to push on upwards. So a HL of 3 has a small chance of being taken out (~3%) and that increases on a curve, up to HL 13, where any roll will be enough to finish you off.
So all things considered, you were probably playing on hard mode!
Hah thanks. I'll keep that in mind should I try playing the game again! Makes more sense.
it seems like you know alot about ttrpgs could you plz leave feedback on mine and tell me what you think also when is your next ttrpg game jam.
Stunning design and layout work.