Play game
Underneath's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #14 | 3.455 | 3.455 |
Setting (or Location) | #36 | 3.182 | 3.182 |
Overall | #36 | 3.205 | 3.205 |
Story (or Starting Scenario) | #41 | 3.182 | 3.182 |
Use of Theme | #56 | 3.000 | 3.000 |
Ranked from 11 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
Very strong showing! So much to work with here. I like the use of successes, actions, and named skills. I would have saved myself some fifteen words and given a total number of points to distribute rather than specify exact point values to use. Min-maxers can find out the hard way! The only thing it needs is a few words on leveling and point values. I really like it!
Thanks! Actually, the number lists both count as one word each. I spent a fair amount of energy trying to get the most out of my 200 words :)
You're right, leveling would have been nice to have something about, though it's fairly easy to make up your own rules about that (e.g. after a mission gain 1 in two skills or something) compared to the other stuff which I think is more unique.
Could you clarify what you mean by "point values"?
That word counter is very sneaky! Haha! So, point values on what it costs to level up skills and attributes. 5, 10, 50, 100 points per level of statistic? And then point values of creatures fought; maybe their total attribute value, or the number of successes above 0? Just these two things could give a full system to allow stronger and stronger characters that would eventually break through the alien technology and blast them off their Dyson Sphere.
But just getting a bonus in one or two skills would be nice, depending on if that skill was even used. Again, all sorts of ways to use this system and add-ons to create for it.
Ah right! Yes, that'd been nice. :)
I like the simple rolling and I'm a sucker for a Dyson Sphere backstory
Thanks!
It's a decent lightweight system. I don't think the mechanics are rooted in any particular theme (it really might as well be a generic system), but it's pretty cool.
Thanks :) You're right, the system itself is quite generic. I've tried to build a sense of the world through which skills are available, for example Surfaceology and Survivalism hints that you may sometimes have to venture to the surface. In retrospect I should perhaps have worked on this more!