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larkingame · 1 month
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hi :) my video about how toxic the coding community can be online is up and ready to go! i worked really hard on it so I hope you give it a watch!
also, i've attached it i the description, but if you're looking to learn to code, or develop a text-based game, I've compiled this list of resources here!
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thefirstknife · 6 months
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New article with more details (from Jason Schreier who first broke the story). If you can't see it, I'll copy the whole text under read more.
About 100 employees were laid off in total (8%) and one of the main reasons listed is "underperformance," "sharp drop in popularity" and "poor reception of Lightfall."
So you know when for the last year and a half content creators have been shitting and pissing on the game as a full-time job and the amount of negativity and ragebait content became the only thing to make content about for them? Well they certainly won't take the blame, but I will let it be known. These people either don't understand the influence they have or they do and they're doing it on purpose, and I don't know which of these two options is worse, but I am 100% confident that their campaign of rage and hate contributed to this.
You don't base your entire community around constantly hating everything about the only game you play (despite clearly not enjoying it anymore) and somehow avoid galvanising thousands and thousands of people into perceiving the game negatively. Imagine being employees who have barely worked there for 2 years and the only community reception they've seen is 24/7 hate train for their work and then they get fired because of "poor reception" and "drop in popularity." How can they not take that personally? I am absolutely devastated for these people who delievered a banger product and who were met with an unrelenting barrage of toxic gamer children which ended up having more sway over their boss than them.
Which brings me to the next bit and that's FUCK THE CEO. He is now my mortal enemy #1. I am projecting psychic blasts directly into his brain. What an absolute spineless coward who is more willing to bow down to fucking gamers than to protect his own employees. This is absolutely rage inducing because this has happened before. From the article from 2021 about the toxic culture at Bungie:
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Reading this shit from the new article absolutely fucking sent me into blind rage because I immediately remembered this. Another instance of employees suffering because of comments on reddit. And because of toxic players. And proof that leadership is not protecting employees and is instead siding with players.
Match made in heaven. Asshole gamer content creators and asshole CEOs, all of whom sit at home on piles of money made from someone else's labour. I hope they all explode. None of the people that worked on this game deserve this.
Another article with an infuriating comment from the CEO:
In an internal town hall meeting addressing a Monday round of layoffs that impacted multiple departments, Bungie CEO Pete Parsons allegedly told remaining employees that the company had kept “the right people” to continue work on Destiny 2.
"Kept the right people." Really. Veteran composers weren't the right people? Die!
Bloomberg article in full:
Bungie’s decision to cut an estimated 100 jobs from its staff of about 1,200 followed dire management warnings earlier this month of a sharp drop in the popularity of its flagship video game Destiny 2. Just two weeks ago, executives at the Sony-owned game developer told employees that revenue was running 45% below projections for the year, according to people who attended the meeting. Chief Executive Officer Pete Parsons pinned the big miss on weak player retention for Destiny 2, which has faced a poor reception since the release of its latest expansion, Lightfall. The next expansion, The Final Shape, was getting good — not great feedback — and management told those present that they planned to push back the release to June 2024 from February, according the people, who asked not to be identified because they weren’t authorized to speak publicly. The additional time would give developers a chance to improve the product. In the meantime, Parsons told staff Bungie would be cutting costs, such as for travel, as well as implementing salary and hiring freezes, the people said. Everyone would have to work together to weather the storm, he said, leaving employees feeling determined to do whatever was needed to get revenue back up. But on Monday morning the news got worse: Dozens of staffers woke up to mysterious 15-minute meetings that had been placed on their calendars, which they soon learned were part of a mass layoff. Bungie laid off around 8% of its employees, according to documentation reviewed by Bloomberg. Bungie didn’t respond to requests for comment. Employees who were let go will receive at least three months of severance and three months of Bungie-paid COBRA health insurance, although other benefits, such as expense reimbursements, ended Monday, sending some staff racing to submit their receipts. Laid-off staffers will also receive prorated bonuses, although those who were on a vesting schedule following Sony Group Corp.’s acquisition of Bungie in January 2022 will lose any shares that weren’t vested as of next month. The layoffs are part of a larger money-saving initiative at Sony’s PlayStation unit, which has also cut employees at studios such as Naughty Dog, Media Molecule and its San Mateo office. TD Cowen analyst Doug Creutz wrote in a report Monday that “events over the last few days lead us to believe that PlayStation is undergoing a restructuring.” PlayStation president Jim Ryan announced last month that he plans to resign. Many of the layoffs at Bungie affected the company’s support departments, such as community management and publishing. Remaining Bungie staff were informed that some of those areas will be outsourced moving forward.
#destiny 2#bungie#long post#and like i don't care what's anyone's opinion on lightfall. it doesn't matter#the expansion is fine. there's some bad shit in there as there is in every expansion#literally nothing on this earth was so bad to deserve the amount of vitriol that lightfall got#it was purely motivated by hate and rage from people who have clearly lost their interest in the game a long time ago#no one else normal enough would respond even to a weaker expansion this way. and lightfall wasn't even weaker#literally nothing ever released in destiny deserves to have comments bad enough to end up affecting employees#there's been some bad expansions/dlcs/seasons. whatever. none of them were like... gollum level. not even close#people genuinely treated lightfall like it personally killed their dog. it was insane. the reaction to it was insane.#it stemmed from people who should have stopped playing a long time ago and stopped being content creators for one game#i can't even properly explain just how long and tireless the ragebait content campaign for destiny has been#opening youtube and seeing 10 videos in a row of just complaining and bitching#opening twitter and seeing thousands upon thousands of posts and comments dedicated solely to hating the game#imagine being an employee trying to maintain some communication with the community#hippy was relentlessly bullied by people I've seen suddenly lamenting that she was fired. you caused this#they will never accept even a miniscule portion of the blame for this ofc. they will just keep claiming they don't have that influence#but they do. it's been proven years ago. in the same way#community comments DO reach devs and community comments DO influence what happens to them and the game#'the event is bad' 'meta is bad' 'pvp is bad' 'raid is bad' 'story is bad' stop playing. no longer asking.#it's a video game. if you hate it stop playing. you don't have to justify it to hundreds of thousands of people and take them with you#especially when it leads to employees taking the fall#so to all content creators who are appalled and baffled after spending 2 years hating the game: you did this.#and to the ceo even more: explode into dust and be forgotten
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cyberpunkgame · 2 months
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⭐ 89.7 Growl FM presents ⭐
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Killshot by Frost, Justtjokay, Dubbygotbars, Knyvez
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florwal · 20 days
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it’s so hard to get out of the “i need to be recording this gameplay or putting this save/build out to the masses.” mindset, especially when people are being rude in your inbox demanding shit and acting like you owe them something.
anyway my save files have issues and i don’t plan on fixing them for a while because like i’ve said… the amount of bugs and problems the game itself has makes it a super frustrating and stressful thing and i’d rather not spend months of my life nonstop working on something that the game will eventually break again.
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major-miss · 2 days
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https://christine-341.ludgu.top/z/QIp3k5N
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play-wear · 9 days
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efangamez · 24 days
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What's Inside the "Help Me Exist Again" Bundle? GRIM: A Retro FPS-Styled TTRPG! <3
Inside this bundle is GRIM: A Retro FPS-Styled TTRPG, a game where you rip and tear imperial eldritch monsters with brutal weapons.
Delve deep into the ruins of Gamma Rho Iota Mu and discover the secret behind the planet's demise. Explore cathedrals used for gory sacrifices, fetid swamps fields filled with rotting corpses, and worming, sprawling ancient tunnels before you arrive at an ancient forgotten city below the earth.
Grab GRIM and many other games in the "Help Me Exist Again" bundle to help me, a trans and disabled person, get some help for myself, AND you can get 10 AMAZING games. It's a win/win!
Snag your bundle today!
P.S, listen to the official GRIM Main theme on Youtube to get hype! <3
youtube
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sirobvious · 29 days
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Every D&D5e player needs to take a listen to this with an open mind.
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Here are other links in case you don't want to listen to it through YouTube.
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reeseplayscc · 9 months
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Hana-Yu Tattoo Out Now
Click Here
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dateless-bar · 3 months
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The Great Crusade Café | Concept Design
You can just watch the video which has a detailed description as well as the tour. I used Chinese dubbing with English subtitles, so make sure you have the subtitles turned on while watching.
CAFÉ FOR ASTARTES! | Fan Idle Game: The Great Crusade Café Concept Design
youtube
The Great Crusade Café
Productivity Tool& Idle Game Fanart Project (Concept Design Only)
Concept design: Gameplay
[Intro & Setting]
When a user first opens the web page, the name The Great Crusade Café will appear. After clicking, you can start by naming the café owner, which is the role you will play.
Then, as the owner, you will be asked to choose the tasks you want to undertake in reality for today. The default name here is John.
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The purpose of this web page is to provide users with a leisurely and comfortable café white noise. It allows you to enjoy such an atmosphere whether you are reading or translating WH novels. Additionally, café-themed white noise has been proven by studies to increase efficiency for people. Therefore, you can also use it while working or painting miniature models.
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After setting a task, you can officially enter the management of the café within the game. Don't worry, you can change the current task being undertaken at any time, just below the time displayed in the top right corner. And if you feel that the display of time might make you anxious, you can also turn it off in the settings.
[Coffee System]
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After today's business starts, you can choose to make a cup of coffee for yourself first. By clicking on the coffee cup under the coffee machine, you can make a cup of your favorite drink for yourself.
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Recaff is precisely the coffee beverage commonly found in the "Siege of Terra" series of novels. And various other drinks also have their unique origins.
After deciding which type of coffee to make, we can choose options like the milk to use based on our personal preference.
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This will result in a steaming hot cup of coffee.
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After each cup of coffee is made, hovering the mouse over the coffee cup icon will start a 2-hour timer. However, after one hour, the steam on the coffee cup will disappear. And when the timer finally reaches zero, you will know that two hours have passed. Setting a 2-hour timer aligns with the time unit of the Pomodoro Technique. If you want to use the web page as an efficiency tool, you can make good use of this feature.
[Character Visiting]
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After making a cup of coffee for yourself, naturally, various characters will be attracted to the café and its aroma. They usually greet you directly and place their orders. But sometimes, you will need to guess their preferences based on the characters' personalities. If you have read many related novels, you will have a unique advantage in this aspect.
For example, people from Caliban would drink black tea. Commanders stationed on Terra, on the other hand, prefer bitter coffee, among other things. Additionally, some special drink recipes need to be purchased or unlocked through gifts from characters.
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After fulfilling the characters' needs, their Trust will increase.
Subsequently, they often spend some time in the café, and during this period, you can engage in conversation with them. As the Trust increases, the topics they bring up will also vary.
For instance, Loken might talk to you about Mr. Sindermann's lectures, while Argel Tal could bring up his friend Khârn. Ahriman might mention that the café was recommended to him by his human friend Gaumon.
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This often unlocks more characters. After all, the café's reputation is always spread by word of mouth among friends.
And some rarer characters, I mean, like a Primarch, might require the trust of everyone in the legion.
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After increasing trust levels, besides more conversations and characters, there will also be an important matter.
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Once trust levels reach their peak, characters will give you a variety of gifts, including decorative items. For example, members of the Thousand Sons always like to give you various books, regardless of whether you can understand them or not.
But you can use some of them as decorations inside the café.
This can sometimes be key to unlocking rare characters. Of course, you can also purchase various decorations and drink recipes at any time from the itinerant merchant in the upper left corner of the screen.
And if you complete the current task setting and change the task, most of the characters present will express encouragement and approval towards you.
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[Bulletin Board & Character Book]
Each character stays for a different amount of time. Many of them are very busy with numerous affairs. However, you can find clues of their visits on the bulletin board.
Almost every customer who has visited the café leaves something behind on this bulletin board. For example, stickers, messages, or even advertisements.
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Hovering the mouse over specific items will display detailed explanations and descriptions.
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You can also find information about the visitors in the customer notes, where all guest information is recorded.
However, characters that have not yet been unlocked will be displayed as "unsigned".
[Weather System]
Additionally, some sufficiently important characters, if they are very satisfied with your café, they will grant you access rights.
This privilege allows you to open cafés in different areas, such as on battleships, Terra, the Hive cities, and various other places.
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As time passes, the ambient light in the café will also change.
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This also means that some special characters will only be unlocked at specific times. If you go from noon to night, you can see the nighttime view of the Hive city outside the window. As time progresses from afternoon to night, you can see the nighttime view of the Hive city from the window. And when midnight arrives, the starry sea above the deck will leave you in awe. In the central area of Terra, mornings always face the unchanging snowy mountains.
[Vinyl Records Player]
While running the café, you can always spin your vinyl records. This allows you to change the background music and even import your own favorite tracks. If you don't like the ambient chatter or the sounds of the coffee machine and cups, you can also turn them off here.
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The above is a brief instruction for using "The Great Crusade Café".
The project is a purely conceptual design. As Games Workshop does not allow fanart creators to engage in programming or development. It is currently only presented in this form to everyone. It's worth mentioning that this design was inspired by a series of excellent projects, including VA-11 Hall-A, Coffee Talk, I Miss My Cafe, and Neko Atsume, etc. That's also why I chose to use a pixel art style in the project.
At the same time, I'd like to thank the pixel art artists who collaborated with me. Without you, this demo video wouldn't have been possible.
Finally, thank you for watching. If you enjoy research and artistic creations related to the Warhammer theme, feel free to follow my Youtube channel and X.
May your day always start with a great cup of coffee : )
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klysanderelias · 6 months
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It's always funny to me when a big-name youtuber argues vociferously that souls-like games DO have a difficulty setting, it's Playing The Game Right (leveling, build, using summons, etc), and then later on in the same video will have a fifteen minute long section complaining about how certain boss fights completely invalidate certain builds or require you to drastically alter your style of play, and i'm like... I thought you were in FAVOR of this.
And of course they're not, they just don't understand what a difficulty setting IS anymore, and that's completely fair because I think that most DEVELOPERS don't either, but it means that the criticism they make is always couched in a fundamental misunderstanding of the thing they're trying to criticise (and also usually a complete misunderstanding of where the criticism comes from).
And I want to be clear, I've beaten basically every single Dark Souls game, I beat bloodborne, I played shitloads of elden ring and the reason I didn't beat it was because I got bored, and I've done speedruns and soul level 1 runs of dark souls 3. I'm pretty much the dark souls power player that everyone expects would argue AGAINST having difficulty options.
But.
I've been playing thousands of hours of battletech, and the battletech difficulty screen has been the singlehandedly biggest argument I've had change my mind.
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In the game, Battletech modifies difficulty per mission by changing the total health of enemies, changing their skills and experience levels, the usual fare of difficulty curves (although damage is never affected, thank god). But having all these granular options can dramatically change the way the game is played without simply affecting health values or hit percentages.
Toggling mech destruction and lethality means that losing a mech in a mission or having a pilot be knocked unconscious removes them permanently. They're killed, destroyed, you need to go get a new one. That's a HUGE change from the base difficulty where having a mech be completely destroyed in combat just removes the weapon components and costs a ton to repair. Likewise, changing the number of parts required to buy or salvage in order to complete a mech DRAMATICALLY changes the game - the maximum amount of parts you can get from a single mech is 3, and usually you only get 1. Needing 3 parts means that if you're lucky, you could see a brand new mech in a mission, blow its head off, and get one for free. Moving that scale up both means that rare or expensive mechs take much much longer to earn, but also that replacing mechs takes much longer (meaning that losses are even more painful).
Like, every single one of these options can dramatically affect how you play the game or change the feel of it to something much more interesting to you as a player - do you want to play a rogue-like game where you have to save and scrounge to get new mechs, and each mech and pilot is a precious resource you have to protect? or do you want to powerscale fast and constantly get new mechs and rare weapons?
And like, having extremely granular options for gameplay isn't for everyone, but then again, there are the owlcat pathfinder CRPGs that do this same thing, but have a base 'easy-normal-hard' sort of slider that automatically selects certain options, and you can adjust them if you want. If you're not interested in going through each slider you can just say 'I'd like normal please' and the game automatically makes all the selections, but you can also stop and say 'hey actually let me turn on permadeath too' and you can do that.
And I think that when people think about difficulty, they think about the most basic 'health and damage adjustments' sliders, and not ANYTHING else that actually have much more of an impact. I will hit this point to my grave that dark souls would massively benefit from difficulty options like turning off instakill effects (like curse or petrification) or removing the harsh penalty of dying when you can't get back to your bloodstain because a) that's often what drive new players off the most, and b) it doesn't fuckin' matter anyway, all you're losing is souls, the only thing it does is make you have to go grind more to make up for it.
And of course, there are always EXTRA challenge runs people come up with - nuzlocke runs of pokemon, soul level 1 runs of dark souls, hell, when I do Battletech I often add additional challenges like 'no intentional destruction of civilian buildings' or 'each mech must be assigned to a pilot and if one of them is sidelined, so is the other'
But challenge runs aren't difficulty settings, and more importantly there's no way to unchallenge run a game. You can decide to make the game harder for yourself, but you can't make the game EASIER. And when people say that you can, they're lying to you. Like yeah, there builds that are very strong in dark souls, and leveling optimally will make the game easier, but if you don't know what optimal leveling looks like, it's pointless. If you have a deep and thorough understanding of the game, and you check the messageboards, and delve through the wiki, and use a couple of exploits, the game will be easy! And if it's still too hard for you after that? Well, go fuck yourself, you just spent hours of your life doing research only to give up on the game anyway.
And the truth is, most people who argue that dark souls shouldn't have a difficulty slider are doing it out of bad faith, because they have a certain amount of ego riding on 'being good at hard game' as a character trait, and making these games more accessible frightens them because what if being good at dark souls isn't actually getting them into heaven
but also because they're somehow afraid that having extra difficulty options in the game will tempt them into choosing them? And then they won't get the 'true experience'?
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Gamers are some of the most fragile people in existence that the mere option of reducing difficulty sends them into hysterics.
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fluffydancer618 · 1 year
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[Source]
"You wanna know how I even found out my content was being limited? I sat here and refresh the page several times a day of my uploads. And, as the hours passed, I watched slowly as more and more of my content I worked hard on was retroactively flagged. I put hundreds of hours of my life into this content. I'm really proud of it. It's always been my dream to be an entertainer and to do this… And now, I'm sat here, watching parts of my livelihood just disappear. No notification. No fanfare. Just slowly becoming more and more restricted. It's not even about the money for me - although, y'know, I'll happily be paid for the work I do - if your video is limited for ads and demonetized, it reaches less people, that's what really matters to me. And I feel like I'm just watching my career slowly being sapped away, powerless to do anything. It's really depressing."
Please, go support the man by watching his Best of RTGame 2022 video and, in case you don't know who that is but like games-related content, consider subscribing on him and/or following him on Twitch. He's a good lad with a lovely community and completely did not deserve the massacre YouTube putting him through. Thanks.
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cyberpunkgame · 3 months
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⭐ 89.7 Growl FM presents ⭐
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Candy Shell by Spirit Machines
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badolmen · 7 months
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On the topic of ‘bad mascot horror video games for kids’ the exception to the rule (or rather, something that understood the assignment) would be My Friendly Neighborhood.
I don’t want to spoil anything if you haven’t booted up the game before, but just…don’t be fooled by jumpscare compilations or the character design. From the opening cutscene this game grabs you by the fucking throat. The mechanics have thought put into them, the voice acting is top notch, and christ the fucking story - a complete story, one that has an end that isn’t promised in future ‘chapters’ or left ambiguous.
Yes, it has jumpscares from goofy muppet monsters, but they’re not cheap tricks. Once you learn how the game works they’re easy to avoid or at the very least anticipate - not to mention they’re survivable with the healing mechanic. And just when you think the scares are done, when you’re well into the game and have all the tools you need to navigate around potential jumpscares, the final act dunks you into the deep-end with the actual horror and nightmare fuel puppets.
I’m not sure how much the game as a whole qualifies as ‘horror,’ but it’s certainly being lumped in with the Whatever-Mascot Horror Game of the Week genre. Which is a shame because My Friendly Neighborhood is leagues ahead of those other games. It has more in common with survival horror than it does with mascot horror in terms of gameplay and tropes. It’s literally just the ‘monster’ designs leading people to assume its another Poppy Playtime clone complete with half baked story and repetitive, unimaginative gameplay loops. And that’s so far from the truth -
My Friendly Neighborhood is like if Sesame Street and Resident Evil had a beautiful muppet baby that opened its eyes to have an existential crisis when confronted with the horrors and apathy of modern capitalism.
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leafyliz · 1 year
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new entrance on Socks
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anim-ttrpgs · 8 days
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Eureka: Investigative Urban Fantasy and Warhammer 40,000
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Super interesting video by Questing Beast about some of the earliest ancestors to what would come to be known as a "tabletop roleplaying game," and the wargaming roots of TTRPGs as a whole.
I, the lead rules writer for Eureka: Investigative Urban Fantasy have been a Warhammer 40,000 player for years, and I love to brag about the way that Eureka as a TTRPG is in touch with its wargaming ancestry, both in ways you would and wouldn’t expect.
Playing Warhammer 40,000 has helped me get a good sense for dice probability, especially with regards to the D6s that Eureka uses, and is one of the things that gave me the idea for how Eureka handles firearms, particularly those with high rates of fire.
In Eureka, one single hit from a bullet is enough to incapacitate a human character, and automatic weapons can fire up to 10 or even 12 bullets in a single action. Each one of these bullets has the potential to be devastating if it hits.
Lots of factors affect the probably of a shot hitting a target, and most of them affect it by making the probability go down. Shooting 1-3 shots in a single turn will be rolled by the standard and highly predictable 2D6 that Eureka normally uses, but beyond that number, D12s are used for each shot, which not only makes the rolling of 4+ shots easier because you can scoop a bunch of D12s up in one hand and throw them all at once without having to keep distinct pairs together, but also makes each individual dice roll swingier, and slightly more likely to be a lower number.
Therefore, just like in real life, automatic weapons increase accuracy by increasing the volume of shots fired, increasing the chance that at least one of them will hit. Because any given 9mm fired is just as deadly as another, whether it’s fired by itself or as part of a large burst.
It was Warhammer 40,000’s mechanics that filter massive numbers of attacks through Accuracy, Wounding, and Armor Saves, when only a few of these attacks need to get through in order to be effective, that helped put me onto this idea.
There is also the fact that, despite primarily being a neo-noir Investigation game, Eureka’s rules also allow for players easily controlling multiple characters at a time and the potential for more militaristic scenarios, with each individual PC being super fragile with simple HP that is super easy to keep track of even across multiple character sheets.
Then, there are quite a few things about Eureka that one might not expect to have come from a wargame.
For one, we get a lot of praise for how each section of the Eureka rulebook is ended with a series of bulletpoints that summarize all the key rules and ideas in the paragraphs above. Well, I got the idea to do that from Warhammer 40,000 rulebooks.
There is also a mechanic in the past few editions of Warhammer 40,000 called “Command Points.” Command Points are a limited resource that can be spent to gain small advantages in the game, such as rerolling a single die, or activating the special abilities of certain units. There is a set of universal Command Point abilities that all factions share, as well as every faction having their own set of Command Point abilities unique only to them.
It is no coincidence that Eureka sports a very similar mechanic. You can find more information about this by reading "Investigation and the Eureka! System" in the Eureka prerelease rulebook, which you can download for free right here, but the short version is that as investigators investigate, they gain Eureka! Points. It can take an awful lot of investigating to gain a single Eureka! Point, which makes them a very scarce resource, but they can be spent on valuable bonuses, such as retroactively un-failing a previously failed Investigation check and getting the clue that would have been obtained from it (We call that a “Eureka! Moment!), or adding an extra D6 to an important roll, increasing the probability of success. Those are just the universal ones, however, that every PC has. Like Command Point abilities in Warhammer 40,000, there’s a set of universal ones, but most of them are exclusive.
Certain Traits unlock other Eureka! Point abilities exclusive to PCs who have those Traits, one of my favorite of which being the Eureka! Point ability that the Final Girl Trait unlocks, which allows spending a Eureka! Point to decrease the probably of success for an aggressive monster’s roll, helping simulate the trope of the “final girl” being able to just barely slip out from the jaws of death due to a sudden stroke of luck.
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Another one of my favorites is a set of Eureka! Point abilities unlocked by the monster-exclusive Unkillable Trait. These abilities allow monsters, PC or NPC, to suddenly and unexpectedly return to the narrative after seemingly having been killed by losing all their HP. The more Eureka! Points spent, the sooner more immediately the monster can return.
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If any of this sounds interesting to you, you can back our Kickstarter before it ends on May 10th and get a copy on release! We are also doing physical copies now!
Oh, and just one more thing..
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Eureka Mention!
If you want to try before you buy, you can download a free demo of the prerelease version from our website or our itch.io page!
If you’re interested in a more updated and improved version of Eureka: Investigative Urban Fantasy than the free demo you got from our website, subscribe to our Patreon where we frequently roll our new updates for the prerelease version!
You can also support us on Ko-fi, or by checking out our merchandise!
Join our TTRPG Book Club At the time of writng this, Eureka: Investigative Urban Fantasy is the current game being played in the book club, and anyone who wants to participate in discussion, but can’t afford to make a contribution, will be given the most updated prerelease version for free! Plus it’s just a great place to discuss and play new TTRPGs you might not be able to otherwise!
We hope to see you there, and that you will help our dreams come true and launch our careers as indie TTRPG developers with a bang by getting us to our base goal and blowing those stretch goals out of the water, and fight back against WotC's monopoly on the entire hobby. Wish us luck.
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