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A solo microgame of speed, risk, and delivery in the world of GLIDE

You are a licensed Glider Courier from the Guild of the Glider. You soar above the dunes of Eridoor, delivering goods to people all over. Currently, you are tasked with completing a series of dangerous delivery routes during a series of strange weather anomalies.

You will need to complete as many successful deliveries as possible before crashing, running out of resources, or the storm prevents you from proceeding further.

Art by Evlyn Moreau.

Updated 2 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(7 total ratings)
AuthorSasquatch Games
Tagscourier, d6, deck-of-cards, delivery, desert, dune, glide, micro-rpg, One-page, Solo RPG

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Click download now to get access to the following files:

GLIDE - The Courier (v3.1).pdf 7.4 MB

Development log

Comments

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I really like the game! I saw a comment where you solved most of my doubts, but I still want to ask something.
Now that aces also count as wilds, do you still use them for their suit? Or just for wild?

Another question, after finishing a route, do you mix the 5 cards with the pile before drawing new cards, or those are discarted?

There's some needed clarification of minimum ammount of momentum, stamina is clear as 0 means death, but also in diamonds if you can pick like -2 momentum +1 stamina, when you have 0 momentum

And as a suggestion, it would be cool if the page itself had a little slot/place where you could mark how much stamina, momentum and cargo you have left, I made myself like a "ruler" where I can put colored paperclips, and I slide them to mark how much I have of each thing
 

Aces do not count as their suit right now. I'm adding more events in the next update which will make things more varied there.

The five cards are kept in the discard pile. When you don't have any card left to draw, then you shuffle everything together.

Momentum has a minimum of 1 with the rules as written. This is on the list for clarification.

Good idea on a simple character sheet. I can throw something together for players with a little glider picture on it.

If momentum is minimum 1, how can you crash with spades? since you roll a d6 + momentum (min1), it's always at least 2, so no chance to crash?

Good point. Crashing would have to happen elsewhere to accommodate for the minimum 1 Momentum change. I would put it into the Hazards (clubs) result instead.

Very cool game. I'm a sucker for post-apocalyptic themed games. After playing around 10 games, I have a couple questions and an idea.

  1. Guild Message - Does ending the current delivery mean that I've completed my route, or should I restart it? I initially thought that I would just restart the five-card draw.
  2. Favor of the Winds -  This event instructs you to complete the route successfully, but I didn't have any cargo. I was uncertain whether the game was meant to end there or if I could still complete the route despite lacking cargo.
  3. Windshifts - I drew 2 diamond cards in a row, giving me the option to choose one of the results. I decided to take the shortcut twice, skipping the last 2 cards on the route. However, I'm not sure if the ability to skip a card carries over between different event card draws.
  4. Idea - After completing a route, you lose all your cargo and start the next route empty (right?). I propose allowing players to restock 1 cargo, representing a new job from the settlement they just delivered to. Currently, there are only 2 ways to gain cargo, and I've mostly completed just 1 route due to consistently failing to draw hearts for that 50/50 chance of gaining cargo.

Thanks for taking the time to play! Answering your questions:

1. Ending the current delivery counts as a success if you have one or more cargo. Otherwise, you can start again with a new 5 cards. This will be clarified in an update sometime soon.

2. This event counts as a success no matter if you have cargo or not. Will be clarified as well (Lone Adventurer on YouTube had the exact same concern).

3. The Diamonds results are going to have another option - choose none. The problem you experienced makes it impossible to complete a run if you don't already have cargo.

4. Correct. All cargo is dropped-off and you score points. The restocking of one cargo will be implemented as it was an oversight on my end for getting more cargo. Otherwise you are just drawing cards and hoping for a result that provides cargo, which can be brutal. 

Thanks for taking the time to provide feedback. I'll be sure to get the update out as soon as I can.

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No problem! Thanks for making the game. I've enjoyed my time playing it.

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Very cool and evocative premise- gives me Sable vibes! Also addictive game loop :)

Hi Cody - just played a couple of games, I like it! A couple of questions for you...

1. Is Momentum good or bad? (Maybe your answer will be that it's not so straight-forward!) Updrafts are positive (the winds of fortune favor you) and can result in Momentum increasing, and you gain momentum for successfully completing a route .

And yet a hazard is overcome if you roll greater than or equal to your Momentum (implying that a lower Momentum value is better).

2. Windshifts - option 1 is 'a hazard returns', allowing you to reroll a previous hazard. Why might you want to do that?

And a sidenote - its a shame the Sky Anomalies only occur on a joker - I'm tempted to say they occur on aces as well to slightly increase the liklihood of them turning up :)

(1 edit) (+1)

1. Momentum is a good thing. The higher your momentum the easier it to overcome a Hazard. You are correct on the Momentum ruling being weird, I think I have it backwards on the rule sheet right now. The rules for hazards should be:

- Rolling equal or under is a success and you reduce your Momentum by 1.
- Rolling greater than is a fail and you lose 1 Stamina.


2. This will be clarified as well in a new upload as I realize there isn't a rule for keeping Hazard cards off to the side. I'll probably just change it to keep thing simple as I'm already limited on free space.

I like your idea about using Aces for Unique encounters and might include that in the update. Going to a 6 in 54 (from 2 in 54) chance of a Unique event happening would make things more interesting for sure!

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Thanks - I read the version update as well - great to see the adjustments you've made. I'm now going to print out the updated version!

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Your recommendation were very good! 

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Is the pdf just one page, no cover etc? Just downloaded pdf but there is just the one game page.

Correct - this game is a single page with no cover/backside. This was created as part of the One-Page RPG Jam (2025), which challenges creators to make a single page (backside optional) game.

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Thank you for the reply, just checking as when I open the pdf I get the sheet then a blank page.

I'll download again and check on another computer :)

Thanks for letting me know about the graphical issue.

I've added a PNG version to the download list, in case others are having the same problem.