Comments

Log in with itch.io to leave a comment.

(+1)

Here's a very solarpunk single player game where you play as a tinkerer in a post-apocalyptic world full of nature and non-violence; the game revolves around space exploration and community discovery, all the while integrating a very videogame-like tinkering system where you nest Tetris pieces on large grids to build things for yourself and those you live with. The game may have a bit too much randomness for me, but it has a really well thought out and surprisingly dense mechanic, which also proves that a system without real adversity can still be very interesting and integrate failure in an elegant way (here, with the pieces of our tinkerings rotting little by little and can give rise to a bit more negative scenes than in the rest of the game). I finished my reading with the impression that it lacked a little something to make Scraps a real good game, but as it is, it is already very striking!

(+1)

Thank you so much for your observations!

I bought the physical copy on Lulu, and was wondering if I can redeem a free or reduced price PDF copy?

(+1)

Hi, there! Sorry for taking so long! Sure, I can arrange something. Where can I send you a private link with the discount?

(3 edits) (+1)

It’s alright! You should be able to email me [redacted].

Edit: Thanks for the link!

(+1)

Oh wow! There is elegant complexity here: enough structure to keep the adventure going but not so much that it inhibits personal imagination. Every design decision aims & succeeds at creating a loving, engaging world. What a success!

As the other reviewer said, the rules layout is very logical and easy to follow (certainly now with the updates).

Highly recommend for people interested in the setting. I find it a great prompt for writing out pensive adventures that make me happy but can certainly still explore inner depths. The rules overhead never gets in the way. The visualisation of projects with polyomino shapes is a brilliant aide & a pleasant puzzly feeling.

Thank you Cezar!

This game is complete as is, but I would still love extra modules if there's anything brewing in your heart. The only thing that might be missing are some additional tables to generate flora, fauna, & natural phenomena (similar to the ingredients / NPC generator); nature is a key actor in Ayera but that part of the concocting is mostly in the hands of players at the moment.

Thank you so much for your kind review! I'm so glad the game provided you with a pleasant experience!

A nature generator module is a brilliant idea! I'll revisit the game soon and see if I can come up with something.

I deeply appreciate you taking the time to share it here. Thanks again!

(+3)

I couldn’t add anything beyond False Idol’s extensive review but I do want to say this is a great game if you fancy something completely different and totally pacifistic.  You don’t see that much in RPGs! 

(+1)

Thank you, that means a lot! :)

(8 edits) (+2)

It has come to my attention via the dev log here that reviews on Itch are private, one-way conduits to creators! As such, I'm reposting my review here. I've since edited it to reflect the update Cezar published on 24 Aug.

An evocative and relaxing game. I'm new to solo games, so forgive any lack of conventional knowledge. So far, I greatly enjoyed exploring, crafting, and reflecting. I had some time to spend tonight, so this may be a bit long. TL;DR — 2 thumbs up, and more if I can remember where I put my spares.

The intro, gameplay examples, and the rules evoke tranquility. Given the contemplative nature of the game and the clear emphasis on envisioning (I think the term is used 30+ times), I suggest preparing materials for journaling alongside what the booklet recommends. The layout and imagery match the game's theme (calm and pretty). Subjects proceed logically. Rolling tables function intuitively. (If you have trouble on the larger ones: first role the black/horizontal die for a category, then roll again for the specific/vertical result.) Timely play excerpts do away with most potential ambiguity. I also appreciated the full gameplay example, which you can find as a post in the game's development log here on Itch.

An earlier version of this comment suggested hyperlinking or otherwise providing easy navigation between tables—Cezar was kind enough to respond to this feedback quickly, and the instructions are better than ever. I had no issues hitting the ground running with this ruleset, uncovering the secrets of my personal Ayera.

And run I did. The map-generating hex flower engine gives the world a sense of continuity without taking away the possibility of wild new landscapes down the line. The exploration process reminded me of the weeks I spent many years ago, rolling Minecraft seeds and marveling at impossible combinations. The dice generate settlements and NPCs often enough that traveling to them to offer your services can be an easy and functionally endless goal. The tabular appendices at the end of the booklet help make each entity interesting. For environmental character, the Peril oracle creates gentle tension, giving the world a feeling of power and danger to be respected without resorting to violence. The Opportunity mechanic provides the positive flipside. You never get hurt in Ayera. At most, some materials are altered.

The act of gathering, keeping in mind the values of our setting, was meditative. I had fun generating and situating ingredients within my world, and imagining how to respectfully interact with them. After collecting my scraps, I was jazzed to actually make something. I've never seen anything like this nifty tetrominos system, and like the hex flower, its simplicity belied its ability to capture my imagination. Working and finessing my materials into place to complete my project was just challenging enough to be interesting without being taxing. I completed my project after 2 journeys. For my advancement activities, I shared some stories around a campfire and had a bittersweet heart-to-heart learning the life story of a cautious blacksmith. The concept of being rewarded with scenes of communal bonding really shines here. I intend to work on a personal project next. I like that you can design the shape of your project to be as difficult or as easy as you want.

An earlier version of this comment asked for a couple clarifications at this point, and Cezar was kind enough to clear those up for me. The game itself has also been tuned a bit regarding clarity. So those are no longer relevant.


(+3)

Thank you for posting it here too! I'm so glad with your comments and feedback, so much so that the new iteration will address most of the things you pointed out.

Regarding the tainted backpack square: if it was a Provision, yes, it remains there forever as a "stain". If it was an Ingredient, you can put it in your workshop and in your projects as normal, respecting the restrictions of a tainted square: you can't "craft out" that square.

Please let me know if that clarifies your question and thanks again!

(1 edit) (+2)

It's my pleasure to do so. I'll look forward to the update, and I appreciate you taking the extra time to polish—though I want to reiterate to anyone reading that they should 100% grab a copy (if they can), updated or no. And that does address my questions, thank you.