Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

BASTIONView project page

A downtime and base-focused supplement for FIST: ULTRA
Submitted by Devkalions — 22 days, 3 hours before the deadline
Add to collection

Play game

BASTION's itch.io page

Results

CriteriaRankScore*Raw Score
STYLE#143.4003.400
Overall#143.6003.600
SUBSTANCE#193.8003.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

As another Downtime supplement writer I couldn't very well not look at this!!

I like that you've chosen to make Downtime a much more slow, careful affair, and I really, really like that each base type comes with traits to pass on to its occupants. RQ points seem like a very deliberately rationed resource, so improvement is a slow - or well-haggled - affair, clawing your way to better attributes. I also appreciate that RQ is a shared resource, encouraging the squad to actively discuss where they should focus their resource usage as a team. Feels very much like the Crew rules from Blades. I would be very interested in implementing this on its own or to try combining this with my system; although the power curves we've chosen differ wildly, I think the two combined would lead to some unique roleplaying opportunities.

Submitted

Cool submission, very nicely laid out and an enjoyable read. A few visuals of the potential base types might get the reader's blood boiling a bit more and a system of being able to see what the base looks like would get players more invested in it's defence and advancement. Great work!

Developer(+1)

Thank youu and glad to hear enjoyed it. 
I would 100% agree and those were two things I kept thinking of before considering it 'done'. I've kept trying to get an idea of how I'd like a base sheet to look too. More legible, stylized, or like spatially set up, etc. 

Submitted

Nice work.

I was thinking of adding a Base Scene to GLOVES Ultra, would some Bastion style mechanics improve GLOVES with longer play sessions with multiple missions/quests?

Developer(+1)

Thank yoou!
I think that would be really neat given the representation of space on GLOVES. Help really feel the physical location of your base, etc. and could help foster a more overarching mission structure and feel for suure. 

Submitted

Why you should check this out: a simple set of base and downtime mechanics that offer depth and interesting abilities

Style: a clean and consistent layout with running headers that signpost where you are. I like the simplicity but effectiveness of the cover.

Structure: there is a clear distinction between flavour and content using inverted colours. Headings are used effectively to break down the content. A 1-page overview gives useful context before diving into the types of bases.

Content: the mechanics are well-written and concise, but with enough flavour and variety to create interesting bases. The mechanics feel like they offer depth without adding too much complexity.

What might I change?

- Style: I wonder if the pages with more white space above the header e.g. contents, bases + types allow the content to breathe better than those without e.g. mobile, fortress, abilities

- Structure: I wonder if the downtime / requisition mechanics would be more modular as their own 1-pager, as they can work separately to the base mechanics

Developer(+1)

Thanks for the awesome review and feedback!
Good idea on downtime stuff too, I might make singles of that and an index of all abilities/traits too.