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(+2)

Are there any plans to make one or two other racetracks inspired by Tokyo or the like? Its awesome we even get one, so I hope this doesn't sound too pushy.

(+1)

It's not too pushy at all so no worries!

We would love to make more maps since these curved grids are pretty hard for regular players to reproduce, but we're only three people on the team and only one of us can make these maps unfortunately.

We can't promise more maps but if enough people ask for them we'll deifinitely bump it up on our priority list.

Thank you for your feedback!

(+3)

Before i get started testing a 'Run 0' i've got three questions:

1. Will there be Aptitudes in a future update? (E.g. Mile, Turf, Front)

2. Can the campaign be run with emulated training as an alternative for stats? Me and my friends were hoping to do partner running sessions as part of the team story, using d8 per partner and d20 for Rainbow (friendship training), up to the Cygames maximum of 1200 per stat

3.  How long is the limit on the Campaign, is it the first three years of the players careers?

(4 edits)

Hello, thanks for trying our game!

"Will there be Aptitudes in a future update? (E.g. Mile, Turf, Front)"

A: We tried including aptitudes early in development but it resulted in unfair races. If a runner had a favourable aptitude for the current track it was certain that they would place well. This spoiled the results for both them and their opponents because everyone knew they would do well even before the race started.

We tried nerfing aptitudes, but unfrortunately in order for them to be fair we had to make them so weak that they might as well not exist at all.

For those reasons we decided not to include them, but don't let that stop you from homebrewing aptitudes in your games if you want to have them!

"Can the campaign be run with emulated training as an alternative for stats?"

A: The game master has the power to create rules and ignore any rule. With that in mind, you can totally increase the amount of training points it takes to max a stat from 240 to 1200 and grant your players training points when training with their partners. Having fun is the most important thing so do what you and your group think is most fun for your table!

And if it's a bit unbalanced ehhh who cares? Just adjust the rules and let your players know you've done so. No worries.

"How long is the limit on the Campaign, is it the first three years of the players careers?"

A: The training point system is currently balanced such that a runner will gain around 33 tiers over the course of 3 years. That's what we consider to be the standard in-game time frame for a campaign.

However, If you want your campaign to take place over a longer span of time, then I would suggest increasing the amount of training points needed to advance to the next tier. So, for example, instead of 20 it could be 40. That means that over the course of 3 in-game years, your players will gain around 15 tiers. 

You can adjust this number until you feel satisfied with the pacing of your game.

If you have any more questions feel free to ask!

(+2)

Glad to see the day of release!

I did have a few questions/comments:

Pg 10: "Every time you roll a Guts check, increase the failure threshold by 1." It may be worth changing the term to "Setback threshold" for consistency with the rest of the times it is mentioned.

Pg 16, Nothing Ventured description: Does "do not gamble" mean a specific course of action? Would not the player simply equip a different skill if they do not want to take the risk?

Also, more broadly a question I had due to the layout of the character sheet: is there a need to learn skills specifically or do you automatically learn every skill of your current stat tier and below and choose some of them to equip at the start of each race? The presence of an "all skills" section seems questionable in the latter case, since the book itself already exists as a reference. 

(+2)

Thank you for your feedback!

I do agree that the wording could be a bit clearer so we'll probably change "...failure threshold by 1." to "...setback threshold by 1."

"Do not gamble" is simply a joke meant to emphasize the nature of the skill. We'll see if we can make that clearer by changing the wording a bit.

The "All Skills" box should only contain skills you've unlocked thus far. Maybe "All Unlocked skills" would be clearer.

It's worth noting that these changes won't happen immidiately. We usually wait to accumilate a bunch of fixes and then make a big update that includes all of them. 

Thanks for downloading our game!

(FYI we do have a dedicated feedback channel on our Discord server if you'd prefer that method of pointing out mistakes)