This game was delightful. I streamed it for friends expecting to do a few puzzles and come back to it later, but instead we worked together to finish it in one sitting. We were all extremely invested.
GuteFist
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I've never dabbled in solo tabletop before, but I've wanted a mecha-souls game for so long I was willing to give it a try. It's been surprisingly gripping. The theme works very well with the mechanics. Souls games are about pushing your luck, it's logical the core system facilitates exactly that. Looking forward to the physical release and any further exploration of this setting.
I streamed the game for friends, we all really enjoyed it!
The papercraft aesthetic is beautifully realized, allowing the horror and humor elements to shine. There's a lot of clever asset use. You're working largely with big, flat, uninteresting geometry, but slapping a cardboard texture on it brings the game to life. We spent a lot of time simply looking at the environment, smitten by little details.
It's mechanically very interesting as well. Movement is floaty, but feels like it could have a high skill ceiling. In addition to the double jump and kick, you can use the crouch slide mid jump to move pretty fast. Going fast is fun. Using slow-mo while going fast to perform needlessly complicated movement tech is fun.
We were also intrigued by the limited ammunition. It made weapons feel somewhere between survival horror and special ability. I'd like to see it explored more. It's a refreshing take on boomer shooter gameplay.
My critiques are echoed in other comments, and like everyone else I'm also very much looking forward to the full release.
Fun demo! You seem to know about the controller issues already so I'll skip that.
My main critique is the game is very easy. I don't think I died once and I beat the end boss practically by accident, two levels in the gun stat was enough to obliterate him with the pistol. The difficulty plays nicely with how easy the campfires are to overlook. I kept thinking they were decoration, and I wasn't punished for skipping them.
That being said, I can't wait to see more of this game. The core soulsborne themes and mechanics translate very nicely to a wild west setting. The world building is already solid, which is a great indicator. I want to call out deputy summoning hanged men as one of my favorite moments. The fight may have been easy, but that was cool as hell.
Keep up the good work!
I backed this at the level that got one of the wizard apprentices named after me, ran the game three years ago, never thought to comment.
Easily one of the best games I ever ran. It was very easy to lean into the horror and it managed to greatly unsettle the players. I ended up using a system more geared to survival aspects than dnd and that helped a lot. Players were so invested in helping the town they didn't realize the door locked behind them. Would love to run it again some day.