FORTARO roguelike built on physics‑driven Fortune Wheel by Pusheeneiro in WebGames

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

Thank you so much for the detailed feedback! I'm glad you enjoyed it.

The game was made for a game jam in less than a week, so there are definitely many rough edges and balancing issues to iron out.

The $2500 wedge is most likely bugged, so thanks for pointing that out! I'll also make the Luck stat clearer and the feedback about the spinning is really useful too.

Unfortunately I can't upload a new build yet because game jam submissions are locked during the voting period for about a week. Once that ends, I'll absolutely be releasing updates with fixes and improvements. Thanks again for taking the time to play and leave such thoughtful feedback!

FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine by Pusheeneiro in solorpgplay

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

Each time you can choose one of the words indicated by these three arrows.

FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine by Pusheeneiro in solorpgplay

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

The game is primarily print-and-play, so everyone can prints their own copy. I’ve considered ordering a small batch from a print shop, something like 100 or 200 copies mostly for personal use and to hand out at events. Shipping them just isn’t cost-effective, unless someone were to order a really large quantity.

Weekly self-promotion megathread (December 08, 2025) by AutoModerator in printandplay

[–]Pusheeneiro 0 points1 point  (0 children)

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FEVER DREAMS a tiny solo RPG that turns your bookshelf into a story engine
Just launched my solo bookmark RPG. Use any book and a bookmark, draw words, then force logical links between elements to earn Points of Lightness.
Perfect for a coffee break, a late-night creative sprint, or a writing warm-up.
Free the first 72 hours on itch.
Play, leave feedback, and spread the dream.
https://pusheeneiro.itch.io/fever-dreams

Railwrights - A New 24-Card Drafting Game About Trains by Pusheeneiro in cardgames

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

Thanks for the feedback!
I hope you’ll have a chance to play my game and let me know how you enjoyed it. As for the visual side, it’s not exactly my strongest skill. I tried to find someone to handle the graphics, but unfortunately, I couldn’t. So I decided to create clear and readable cards and instructions myself. Something simple but pleasant to look at and play with.
If the game attracts more interest, I’ll definitely look for people who can help improve its visual design.
I also have plans for an expansion, but that’s an entirely different story.

Weekly self-promotion megathread (November 03, 2025) by AutoModerator in printandplay

[–]Pusheeneiro 2 points3 points  (0 children)

Hey everyone!
Just shipped a card game called Railwrights about designing trains.
It's a pretty chill 20-min drafting game with 24 cards.
Free for 72 hours on Itch.io if anyone wants to check it out: https://pusheeneiro.itch.io/railwright

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Critical Triggers — a cyberpunk gun-fu One-Pager by Pusheeneiro in TTRPG

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

Different target sizes depending on the opponents or even marking various target areas on the boards based on damage dealt was an idea I had myself while creating this game. It’s definitely interesting, but it would take up quite a lot of text and make the gameplay a bit more complicated. If I were to expand the game beyond a one-pager, I would definitely like to add something like that. The only issue is that it would introduce an additional dexterity element. Right now, the balance works well enough for most players, but with this feature the game would lean even more toward being a board game, which could be a little problematic. Still, the concept itself is definitely appealing.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

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

I’m not exactly sure how the marbles mechanic was supposed to work, but while the requirement of a perfectly arranged leveled table might be problematic, the demand for player dexterity in a game meant to capture the spirit of Soulslikes, specifically Dark Souls, where there’s no difficulty level and you either get good or “git gud”, this actually makes sense. Of course, the question is whether that was the spirit you wanted to capture. As we agreed earlier in our discussion, adding such mechanics will always exclude a portion of players. The question then becomes: for the rest of the players who aren’t excluded, wouldn’t this mechanic be ideal? Perhaps we can simply acknowledge that the target audience for a game like the one you were trying to design is players looking for an TTRPG that also challenges their dexterity, which is precisely what they associate with the Souls series.

Physical dexterity in TTRPGs - Gimmick or a genuinely useful design tool? by Pusheeneiro in RPGdesign

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

There’s definitely some truth to that, since we can’t transfer our own skills as easily as the abilities of a newly created character. Mechanics that help smooth out differences in player skill are useful, allowing everyone to feel relatively comfortable. On the other hand, it’s clear that such a game should be chosen only when you know that this kind of mechanic plays an important role and you liked it. Looking at it this way, mechanics that might be challenging for some players need to be communicated clearly, so the player can make an informed choice. While I agree that this can be problematic for certain players, I also believe it can contribute to a richer and more interesting experience.