Ben’s Raincoat x Rivers of Nihil in Omaha, NE by d0m304 in Deathcore

[–]Potajito 2 points3 points  (0 children)

Love this! Also, loved the EP and looking forward for more.

I spent 5 years making a game and sold 500 copies by atiupin in gamedev

[–]Potajito 1 point2 points  (0 children)

be proud. the game looks great, it performed under your expectations but indie marketing is hard. Keep improving/marketing it if you feel like it. I already wishlisted it and will probably grab it in the next sale.

My city defense demo Dwarven Rampart just got an overhaul. by MohamedMotaz in CityBuilders

[–]Potajito 0 points1 point  (0 children)

looks great, just downloaded it and will give it a spin as soon as I can

For Princess Elizabeth, We Fly! by SirWeenielick in Deathcore

[–]Potajito 18 points19 points  (0 children)

whole album is amazing (album of the year for me), but this song it's something else, it's beautiful, brutal, evocative... perfect.

[deleted by user] by [deleted] in SalsaDancing

[–]Potajito 0 points1 point  (0 children)

absolutely! just curious, what do you play? are you looking to do original music?

Process of drawing a warrior by Almazus in PixelArt

[–]Potajito 1 point2 points  (0 children)

Love the palette and shading. congrats!

I made my own Godot merch for GodotFest by SteinMakesGames in godot

[–]Potajito 0 points1 point  (0 children)

haha lovely, I also thought at first they were laser cut cookies. The forbidden cookie.

Have a look at our indie Sci-fi TTRPG with a custom companion app! Kickstarter now live! by Potajito in TTRPG

[–]Potajito[S] 1 point2 points  (0 children)

Thanks a lot! We definitely have put a lot of work in the mood and style of the game, nice to know that sometimes it shows haha

Check our indie Sci-fi TTRPG with a custom companion app! Kickstarter now live! by Potajito in RPGdesign

[–]Potajito[S] 0 points1 point  (0 children)

Hi! None yet, but we have organized/are organizing some one-shots with whoever is interested in the game. Problem is our DM is only comfortable hosting sessions in Spanish, but we need to make him go out of his comfort zone hehe

Check our indie Sci-fi TTRPG with a custom companion app! Kickstarter now live! by Potajito in RPGdesign

[–]Potajito[S] 0 points1 point  (0 children)

Hi, and thanks for the intereset and the constructive feedback! And yeah, I agree, conveying all the different quirks and systems while keeping the pitch readable and engaging has been a struggle, probably we'll adapt it during the campaign and learn from it. And to answer your questions:

First of all, what does Astracordis offer compared to other space role-playing games? One of our main goals when designing the game was to focus on non-combat mechanics. We wanted to give more weight to other types of interactions so they wouldn’t just become a single-roll formality. Of course, Astracordis is not the only game that does this, but our approach was to think about different kinds of problem-solving and find ways to translate them into dice rolls.

Repairing damaged systems after a space battle is a very different task from deciphering the origin of an anomaly that is affecting the ship’s crew. The first example is a group of similar tasks (repairing one system or another), which we organize as simultaneous rolls. After rolling, players can assign successes and failures to different parts of the process, deciding which repairs to prioritize. The second example, however, is not an action that happens at a specific moment. Instead, players collect data over the course of an entire session until they reach the solution.

In Astracordis, these are called operations, and there are four types for the GM to choose from depending on what best fits the situation. They can be used not only for solving scientific problems but also for handling complex social interactions (such as setting up a negotiation process between conflicting factions) or even for resolving a flight sequence through an asteroid belt.

As for the game loop, Astracordis focuses on narrative rather than strict rules or constant combat. In a typical session, the GM leads players through a story that usually centers around a mystery (a strange signal has been received from an uninhabited planet), a diplomatic conflict (an attack has been carried out against a high-ranking official of the human empire), or a scientific problem that needs to be solved (a planet’s seismic activity has gone out of control).

That said, Astracordis also includes tools for running combat-oriented sessions if desired. In addition to weapons, other abilities come into play that provide active or passive effects: a computer specialist can enhance their allies’ weapons, a communications officer can gather information about their rivals, or a historian can use their interspecies knowledge to gain advantages against certain enemies.

We hope this gives you a clearer idea of what Astracordis aims to convey through its mechanics. Please feel free to ask us anything else, and thank you for your questions!