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A member registered Feb 17, 2020

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amusingly, in the time between replies the setting has evolved a little.

Instead of pacts we now have Grafts, parts of demons that you force to fuse with your own body to gain power. We also have 6 different flavors of spellcaster, split between angelic and demonic power sources.

Angelic:

~Fundamentalist (Earth, Wind, Water)

~Genesis Caller (Summoning)

~Lux Weaver (Light)

Demonic:

~Arcanist (Fire, Lightning, Ice)

~Umbra Weaver (Darkness)

~Dreamwalker (Dreams)

All with basic attacks, of course, but flavored very differnently.  An Arcanist might set you on fire, but a Genesis Caller will summon a swarm of angelic butterflies to peel off your flesh.

Plus some friends of mine have been helping me with magic items for the setting, my favorite being Charon's Obol.  It brings whoever holds it back from death once, as they use it to pay their way back up the river styx into their body, but when they die again they can't go to the afterlife at all, becoming an eternally tormented spirit wandering the earth until someone somehow destroys them. 

Stuff like that is the general vibe I'm going for, a setting where all the sharpest swords are double edged.

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it's all conceptual for the moment, but some of my notes/intents, since you seem interested.

Mechanical:

~somewhere around 6 to 8 weapon types, each with their own techniques (what I'm calling stragems) to learn, with special weapons (artifacts, demon weapons or just gear with special stuff built in) having extra techniques built in.

~Some kind of limit (possibly 6?) for how many techniques you can have at once, swapping them out between sessions. (This does not include techniques stapled to your gear)

~maybe a system for making pacts with demons, forever giving up technique slots to get special powers from them.

~Some means of codifying team attacks as a mechanic, since all the hypest moments in previous versions of the system were big team finishers.

~modifying the mec part system to have head/upper body/lower body slots for armor and the like, 2 hand slots for weapons and a 'misc' slot that can hold an extra weapon or some kind of special gear

~low health pools for allies and enemies alike, fights end quickly, one way or another.

Setting:

~demon hunting as a career

~Most demon hunters work for 'The Guild', an organization that builds big guild halls to operate out of over top of vaults containing ancient and dangerous artifacts.

~Some half demons and demigods work with the guild as hunters in addition to the majority human workforce

~in recent years, demon sightings and attacks have gotten far more common, as have 'exceptional individuals', the subset of humans with the right physical, mental and spiritual quirks to be demon hunters

~some folks will make pacts with demons for power, some of those people become demon hunters

This entire setting was written years before Chainsaw Man, somehow, though the demon pact thing was added just recently due to chainsaw man.

This is a bit of an odd one but to keep it as short as I can: I've been working for a while on my own homebrew system called Dream Dance, which is about boots on the ground demon hunters (kind of a proto chainsaw man setting).

It's been a long time since I last worked on it but plaiyng Steel Hearts kinda brought back my love of pen and paper and I wanted to know if it was okay to use and modify the underlying system of Steel Hearts (Seven Sages, I think the book calls it?) for use in Dream Dance.

To be more specific, I would be looking to make use of:

~The way dice pools are formed
~The way hits are calculated from those dice pools

~The Syn system, though maybe modified a bit
~A modified version of the Stratagem system, where you learn them for a weapon type and bring X number into a session instead of them being tied directly to your weapons
~A modified version of the mech parts system to act as the basis for an equipment system

~maybe a modified version of the MEC node and perk system, though I might replace that entirely.

I have no intent to distribute the game commercially, I just wanna revive my old fun anime game and maybe get it in the hands of some folks outside of my imediate friend group.

It's an attunement build using Omniscient Radar, Fangshi Core, Dragoon Wings, Funnel Pauldrons and the Geist Sniper Rifle. Lots of investment into Computing to get Aim Assist and a bit of Mobility to get Hyper Boost so that I can zip around things. Main intent is to surround enemies with Laz Wisps and then delete them from afar, using the funnel pauldrons themselves as a sort of close range self defense weapon.

As for the theming of the mech itself, it's got a bit of a religious theme, being named Viori Sancti (Holy Traveler) and with the Ion Bolt being used as a special attack called Balastae Ablutia ( rougly Absolution Bullet)

I've noticed a couple of small discrepancies between some weapons and the rest of the MEC they're attached to. Namely:
Arbelest's Shoulder Mortar's basic attack is Fin/Mob, but everything else on arbalest, including, the stratagem from the shoulder mortar, is Fin/Dur

The same is true of the Exorcist's Geist Sniper Rifle, which uses Dur/Com for its basic but everything else exorcist is Atu/Dur.

Was this intentional? are these typos? I ask because it's kind of getting in the way of my sniper witch build.

I knew some of the tracks had been publicly released but I didn't know they were free for use as placeholders, that's actually super neat.

The demo proved rather fun and exciting, though, one thing did bother me: The battle aftermath music is the same as that used in Epic Battle Fantasy 5, as such I'm curious, was it just royalty free music that Matt used? if it isn't did you seek matt's permission to use it? Will the final game have a different post battle track, perhaps one more fitting to the game?