
Little Glade Guardian
A downloadable game
You are a woodland spirit, and a young guardian in-training, one whose mentor is trusting you enough to carry out your duties alone while they settle down for a good nap.
Your goal is simple: don’t wake your mentor.
This is a quick and simple solo RPG where you play as a woodland spirit fulfiling their duties as a guardian of the glade.
All you need to play is:
- a printed version of this game, or a scrap piece of paper to track two different scales
- a pen or pencil
- a pair of six-sided dice (2d6) and a twenty-sided dice (d20)
A d20 table will give you events and encounters, most of which will require you to meet a target number with your 2d6 and relevant ability. Every success will increase the scale for Glade Peacefulness, and every failure will increase your Mentor's Wakefulness. The game ends when either of these are full. Will you keep the peace, or will your mentor be needed to set things straight?
This game, its art and layout, has been made by AP., a human, and absolutely no genAI has been used at any point (and never will be).
Got any feedback or questions? Let me know in the comments!
Download
Click download now to get access to the following files:
Development log
- Updated Files2 days ago
Comments
Log in with itch.io to leave a comment.
Cute game, I like the vibe and art. The instructions are well written for a player with experience with these type of games and I like the easy flow of it, but someone trying it for the first time might be left with questions.
The game loop itself comes down to rolling a d20 for event, then rolling 2d6+ your chosen characters modifier to see if you success or fail. It makes for a quick (I finished a game in less than 10 minutes) and very mechanics driven game, which honestly clashes a bit with the expectations I had. Those that like envisioning scenarios will enjoy the flavor, but since this is not a journaling type of game the d20 events where no success/fail is marked afterwards feel kind of wasted, it would be better if the slice of cake/story/etc. you end up with might give you a mechanical boost if used for a next event.
The event table could also serve well for someone looking to add some daily events to another game
My advice to improve this game is to add an element of choice, customization, or tactics so that the player can feel more personally involved in the game itself. Right now playthroughs will all feel the same and thus replaying won't add much to the experience. Adding an element of choice might help create more of personal story that might be different on the next play through.
Anyway, I like the vibe and art! Good luck!
Thank you so much for your feedback! I'll be keeping it in mind for the next potential update. This is definitely a learning curve for me, so I really appreciate the time you've taken to give some feedback, thank you!
Very cute concept and design, well done!
Thank you so much!
This is so cool!!!.
I love it <3
Aw yay, thank you so much!
Lovely artwork! Very cool concept!
A few game design issues to be improved and rules clarified. But a very good work!
Aw thank you so much! Could you let me know what the issues are with the game design and which rules need to be clarified? This was my first attempt at a game that isn't a writing/journaling game so am not surprised there are some issues! Thanks again. :)
1. It doesn't say how the game starts, and how its turn loop works, I just used my previous experience with RPGs and assumed you start by rolling the d20 and keep rolling it turn after turn.
2. How the test work isn't very clear also, again used my previous experience to assume it's 2d6 + modifier and has to be equal or greater than the difficulty.
3. It isn't very clear also that the first ruler is success and the second below is failure, I assumed things by text interpretation. The text in front of the rulers confused me a bit.
4. After a few turns I just realized it's just about rolling a d20, then rolling 2d6 and hoping for being lucky. I started excited but then got bored after a few turns. Maybe a little agency could boost things a bit, maybe instead of modifiers each character have limited special skills to use by the player agency, or both, mofifiers and one or two skills.
5. Reaching near the game end I changed from a d20 to d6 or d4, 'cause I kept rolling repeated events and got the same numbers over and over, since by the end you'll have only a few options left. Maybe changing the events to allow repetition could make things faster.
6. In the end I got my second ruler fillied exactly in the final turn (failure), but I was thinking at some point that there's a high chance the game ends without any ruler filled. I would've assumed the ruler which got higher points would be the one valid in the end, but that would be just another assumption and not on the rules.
7. The artwork is lovely, but I think there's enough space in the sheet for a better layout and for increasing rules information and adding character skills.
Just suggestions, your work is very nice! Thanks for the experience!
Thank you so much for taking the time to write out those points! I'll definitely work on this some more and hope to finetune it better. Thanks again!