Game Info
Year
2027
Players
1-4
Age
13+
Playtime
300 min
Complexity
3/5
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
Cooperative open-world narrative adventure in an 18th century fairy tale setting where you explore to find silver and free your father from debtor's prison
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment:
pos 4 ·
mix 1 ·
neu 0 ·
neg 0
Showing 1–5 of 5
Video oI58Qa2Dw_Q
Hungry Gamer Review at 8:29 sentiment: positive
video_pk 95535 · mention_pk 262683
Click to watch at 8:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Really cool game
- Does cool stuff with story and card play
- Choices between fighting and talking are complex and dangerous
- Very clever
Cons
none
Thematic elements
- Story-driven, choice-based
Comparison games
none
Mechanics (from transcript analysis)
- Card Play — Involves card play to succeed at different things.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I was not granted a media badge, which means I have not gotten all of the emails from all the publishers about kind of what they have.
- Customs is a thing and customs is a nightmare.
- This is a game that I've said multiple times is the type of game that if I went to a booth and I did a demo of this, I would buy it right away.
- If you're flying, we all know how space work.
- I'm not leaving Gen Con without a Pookie Plushie.
- I'm going yoink and I'm taking one.
- If you come find me and you say, 'I'm hungry for promos,' I will give you a promo card of your choice.
References (from this video)
No references stored for this video.
Video tbgg6t7C_MY
Hungry Gamer Review at 0:09 sentiment: positive
video_pk 84050 · mention_pk 212971
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Enjoyment of the different types of conflict (discourse vs. actual combat) and the thematic difference.
- Satisfying satisfaction that verbal battle is as important and dangerous as actual battle.
- Satisfying check system that is slightly more advanced than similar games, incorporating ability skills and card play.
- Enjoyment of using cards from hand to affect skill rolls, even when separated from other players.
- Encouragement to use cards and resources due to constant replenishment, balancing use with future need.
- Basic and rare resources are easy to get, encouraging their use.
- The 'push your luck' dice mechanic in combat is fun and exciting.
- Rest action is made important and costly, creating strategic decisions.
- The ability to teleport around the map makes resting more strategic despite the time cost.
- The maps are clear and well-designed.
- Event cards are always available and usable if in the right spot.
- The game has a build of consequences that affect later gameplay seamlessly through keywords like reputation.
- The autonomous songs magic system is clever, especially the aspect of them getting stuck in your head.
- The art style is enjoyable and whimsical, and the maps are beautiful.
- The game has a lot of story and sandbox elements, with push-your-luck dice mechanics.
Cons
- The artwork is polarizing; if you don't like the style, the game might not be for you due to its prevalence.
- Uncertainty about the amount of content and ease of navigation in the final game, as the prototype felt a bit blank in places.
- The super sandbox nature can lead to wandering off in the wrong direction or misunderstanding things, making it feel like stumbling around without a guide, especially at the beginning.
- The beginning of the game, like a tutorial, can feel like stumbling around to figure out what to do, which might be repetitive on replays.
- Mechanically, the game is on the lighter side, with no particularly complex mechanics; it's more focused on story.
Thematic elements
- Freeing your father from debtor's prison
- Choices and tests in a storybook
Comparison games
- Above and Below
- Sleeping Gods
Mechanics (from transcript analysis)
- action selection — Players choose between a 'venture' or 'rest' action each turn.
- Area Movement — Players move their characters across a map, with movement limited by spaces.
- Combat — Combat involves rolling dice based on weapon value, with a defense value to overcome and a push-your-luck element.
- cooperative play — The game can be played solo or with up to four players, with the ability to switch out companions.
- Deck Building — Players have a draw deck that needs to be reshuffled through a rest action, and cards can be played to improve skill rolls.
- Dice Rolling — Dice are used for tests, combat, and other actions, often with a push-your-luck element.
- Magic System (Songs) — Magic is channeled through songs that can get stuck in the player's head, affecting checks with penalties.
- Modular Board — The game uses an atlas for movement, with different locations triggering storybook or location events.
- Narrative Choice — Players make choices within a storybook that lead to different outcomes and narrative paths.
- Resource Management — Managing hope, goods, and cards is crucial for success.
- Set Collection — Collecting goods and cards provides bonuses that can be used to improve chances on tests or in combat.
- Skill checks — Characters have bonuses for different skills, and players roll dice, potentially modified by cards or goods, to pass tests.
- Unique Combat System (Discourse) — A different type of 'combat' called discourse, which is thematic and equally important as physical combat.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Please do note that what you're looking at here is still in the prototype phase and is subject to change.
- Your purpose is you are trying to free your father from debtor's prison. And how you do that is kind of up to you.
- The last thing that I'll say is due to some delays in the production of the prototypes, I have only played through one single time through the game.
- So, I had to get it done over this first weekend that I had it.
- Now, with that said, if you are not interested in how this game is played and want to jump into my final thoughts, then you want to go to the timestamp on the screen right now.
- You will get to reshuffle your deck, which we'll talk about in just a little bit.
- The way testing works is each character has bonuses for different skills.
- In general, when you do your tests, you are going to fail forward.
- And so after I did my location or story book event, then that would be the end of the day.
- This is really the most important board I think in the game.
- If your hope ever gets down to zero, you have lost.
- And that is we will call it a different kind of combat that you can have.
- The way magic works in this world is it is all by song. Though the problem with songs are they literally stay in your head.
- The first thing is I really enjoy the different types of conflict that you have in this game.
- I really enjoy that this game takes the idea of verbal battle and makes it just as important and dangerous as actual battle.
- It's slightly more advanced than like Above and Below's checks because Above and Below you just have a couple dice you're going to roll.
- I really enjoy that you're both encouraged to use the cards because you're constantly going to get them and you can burn through your deck several times, which is very satisfying to me.
- But this game really makes it clear now. Just use the things. Use them. Use them. Use them. You'll get more.
- And this push your luck element is actually really fun.
- They have really made rest something that is important, but it is costly.
- And that I think is great because the story of the game is a timeline. You have a month to figure this thing out and that is it.
- And that adds a very fun element, I think, as far as that goes.
- I also like the way that the maps work. It's very clear what's going on.
- I also like that the game kind of has a build of consequences.
- The autonomous songs, right? And the way the magic system works, which is kind of clever.
- I love it gets stuck in your head. That cracks me up.
- The maps, I will say, are beautiful. Just the maps are stunningly beautiful.
- The first one is is the artwork. As I just said, either you are a fan of this art style or you are not a fan of this art style.
- This game is super sandboxy. It is really, really sandboxy.
- There was definitely times where I wandered off the wrong direction. I just didn't read it right, misunderstood something, or just made a mistake, and I found myself just kind of wandering around unable to accomplish anything.
- None of the mechanics are particularly complex here.
- This is a game that you're either here for the story and doing these little quests and wandering around the world and enjoying your sandbox and finding little dungeons to go into or whatever it is as you're trying to save dad or you're not.
- Mechanically it is on the lighter side and it's really about digging into the story and playing through that.
- But I enjoyed it.
- Story-wise, it's got some cool stuff going on here.
- It is in that same vibe that you get from all the Red Raven games that I've played before as far as story goes.
- And if not, at the very least, you now know how to get a song out of your head if it gets stuck.
References (from this video)
No references stored for this video.
Video U8qzI6IybRQ
Man vs Meeple Review at 0:06 sentiment: positive
video_pk 83943 · mention_pk 212560
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Feels like a childhood RPG, particularly Final Fantasy, brought to the tabletop.
- More streamlined and accessible than previous games from the designer.
- Combines the scope of Sleeping Gods with refined mechanics.
- Offers a structured experience with more direction than Sleeping Gods.
- Features a compelling JRPG-like narrative.
- Persistent world elements and player choices lead to unique story outcomes.
- Layered gameplay with both overworld exploration and tactical location-based encounters.
- Grid-based combat system provides robust tactical design space.
- Sandbox RPG nature allows for player freedom.
- Narrative is driven by book interactions and location choices.
- Varied events add excitement and challenge.
- Stealth options and skill checks offer alternative approaches.
- Player-driven narrative allows for skipping content and forging unique paths.
- Video game inspired mechanics like stealth and open-world freedom.
- Keyword cards guide players through quests without overt UI.
- Faction interaction impacts reputation and gameplay.
- Haven system provides convenient fast travel.
- High replayability due to branching narratives and multiple outcomes.
- Character building and deck improvement feel like an RPG.
- Unique 'song' magic system adds a powerful layer to character abilities.
- Push-your-luck mechanics in combat and discourse are fun and engaging.
- Discourse system offers a unique alternative to combat.
- Strategic use of rerolls and hope mechanics mitigates risk.
- Groundhog Day-like 'Turns of Fate' feature allows for correction of bad decisions.
- Streamlined systems make it accessible for a wide audience.
- Crowd-pleasing push-your-luck systems.
Cons
- Some mechanics might feel less unique compared to the designer's previous works (e.g., push-your-luck in combat).
- The demo is a vertical slice, so the full scope and balance are not yet fully apparent.
Thematic elements
- A child's quest to free their father from debtor's prison by earning money.
- A world with glassworks factories, debtor's prison, and epic stories.
- Choose-your-own-adventure style with persistent world elements and branching narratives.
Comparison games
- Sleeping God series
- Sleeping Gods
Mechanics (from transcript analysis)
- action selection — Players choose between 'venturing' or 'resting' on their turn.
- Area Movement — Players move across an overworld map and into more granular location maps.
- Card Drafting — Players can acquire new cards (items, songs) to improve their characters.
- Character progression — Characters improve through acquiring items, equipment, and new abilities.
- Combat — Grid-based tactical combat can occur in specific locations.
- Deck Building — Character decks are built and improved throughout the game.
- Discourse — Non-combat encounters that function like debates or battles of wits.
- Event deck — An event deck introduces random occurrences, monsters, and challenges.
- Fast travel — Haven locations act as fast travel points.
- Injury / Affliction System — Characters can gain affliction cards as penalties, with a risk of permanent death.
- Legacy (Lite) — While not a full legacy game, player knowledge and choices influence subsequent playthroughs.
- Modular Board — The game uses a modular overworld map and distinct location maps.
- Persistent world — Decisions and changes carry through the game, creating a persistent environment.
- Push Your Luck — Dice rolls in combat, discourse, and other actions involve a push-your-luck system.
- Reputation system — Player reputation with factions can be gained or lost, impacting interactions.
- Set Collection — Collecting keyword cards unlocks special dialogues and options.
- Skill checks — Dice rolls are used to pass skill checks based on character stats.
- Stealth — Players can attempt to sneak past enemies or obstacles.
- Time Track / Day System — The game is timed, with a day system that acts as a timer.
- Variable player powers — Different characters have unique starting decks and abilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a sandbox RPG. Like, the game doesn't put limits on what you're allowed to do.
- The blue locations are where it actually zooms into that like dungeon crawl map and you go to and I don't even want to necessarily say combat because it isn't necessarily combat but you're going to like a separate dungeon map where there's some exploring there's some stealth there's going to be some skill checks and challenges and all this stuff is kind of mixed in together in a way where you're constantly like zooming in zooming out looking referencing that big map trying to figure out where you want to go from these context clues and that's where the story becomes kind of yours.
- The event deck is we don't know if it's one for one, but it is very tied to the number of days that you have left. It's the timer basically.
- So, it's almost like a rog light in that sense of like every time you get to the end of the game, which I don't I I know that there are ways the game can end without running out of time, but I generally speaking, the game is going to end when you run out of time and then you'll you'll play it again.
- The uh the the discourse uses items in the same way, but they're called philosophies.
- This is going to give you that sort of again not a legacy game, but it's going to give you that dungeon crawling sort of vast sandbox adventure experience, but in such a streamlined fashion that I think you could play this with just about anyone.
References (from this video)
No references stored for this video.
Video lFdTxmY_h3o
One Stop Co-op Shop Discussion at 1:29 sentiment: mixed
video_pk 80260 · mention_pk 195046
Click to watch at 1:29 · YouTube ↗
Overall sentiment (raw)
Mixed, hopeful for final version
Pros
- Issues from prototype are being fixed
- Excited to give the final version a try
Cons
- Had issues with the prototype
Thematic elements
- Campaign narrative
Comparison games
- Sleeping Gods
- Sleeping Gods: Distant Skies
- Primeval Peril
Mechanics (from transcript analysis)
- Campaign — campaign narrative game
- narrative — narrative game
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is another uh poker cooperative or solo game.
- it's just not as, for me, engaging or unique as either of those.
- it's the smallest and the least expensive of all of them, I think.
- the more I've played it, the more it's gotten a little bit frustrating.
- it kind of overstayed its welcome and got repetitive.
- Two games that I absolutely love and will keep for a long time, and one that I'm sort of keeping under duress until my 10-year-old will play with me.
References (from this video)
No references stored for this video.
Video bn1U_y0n6zk
Preview at 0:39 sentiment: positive
video_pk 78547 · mention_pk 191342
Click to watch at 0:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Sandbox style game
- Over 100 hours of content
- Large number of unique cards (over 400)
- Good track record of the designer/publisher
- Includes miniatures and metal coins
- Large story book with over 100,000 words
- Engaging video presentation
- Good customer service mentioned in comments regarding some issues
- GameFound presentation is clean and clear regarding pledges
Cons
- GameFound platform lacks transparency on pledge numbers
- Video could have emphasized certain elements (like stretch goals) higher up
- Concerns about shipping times for some backers of previous games
Thematic elements
- Searching for money on wild adventures to free your father from DTOR's prison.
- Massive open-world fairy tale land
Comparison games
- Above and Below
- Haunted Creature Caravan
- Sleeping Gods
- Sleeping Gods Distant Skies
- Time of Legends: Destiny
- 8-Minute Empire
- Empires of the Void
- Alchemist
- Stag Meer Games
Mechanics (from transcript analysis)
- Deck Building — The game includes a 'traveling merchant deck' of cards.
- Dice Rolling — Features 'three extra 10 sight dice'.
- Narrative Adventure — Described as a narrative adventure game with choices that change destiny and a storybook.
- Push Your Luck — A combat system described as 'push your luck' with gripping choices.
- Stealth — The ability to 'sneak through dungeons using stealth to avoid conflict'.
- Worker Placement — Mentioned indirectly with 'husband's points and spots on the board'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- 1,200 minutes of game time. That's fantastic.
- Essentially, we're trying to go get money sandbox potentially go out exploring in this fantastical fantasy world to break our pops out of prison.
- Each player chooses a character each with unique abilities, strength.
- Read a rich densely woven narrative
- The game you're trying to sell me is A GAME THAT'S VERY HARD TO MAKE.
- Show me the numbers. Show me the numbers. Show me the numbers. No numbers. You suck. I hate everything.
- The price feels fine. About what I was expecting to pay. Tons of content. You got a great track record.
- I feel like overall very solid grade. going with an A minus.
References (from this video)
No references stored for this video.
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