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Is this a bad time?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story (or Starting Scenario) | #22 | 3.455 | 3.455 |
Mechanics | #43 | 3.000 | 3.000 |
Overall | #57 | 3.000 | 3.000 |
Use of Theme | #64 | 2.909 | 2.909 |
Setting (or Location) | #72 | 2.636 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A humorous story telling game. I like it!
I understand the limit of 200 words, but I feel that there should be something to help structure the encounters. If I don't have much experience in RPG and read the game as it is, I would assume the three problems are the challenges you have to overcome. Thus, the game would just end when three 6+s are rolled.
Mechanically game really need punishment where failing the roll will reduce some time from the clock. Otherwise I like the Fiasco-like relationship mechanics and the time limit as a whole. Setting just feels little bit forced.
I like this a lot, but I think the resolution may be a little too easy in practice. The target number is not that hard to hit with a relevant secret, so the tableplay may be too snappy for the timer values especially with pausing involved. This could also be very cool as some kind of express game where you have 30 minutes to solve 3 problems, and no ability to put time back on the clock. It could also be very interesting if expanded out further with time being added/subtracted during play. Really neat ideas.
I like the free-form of it, with the addition of guiding hints about you and other players. Simplicity done well.
It looks like a mechanic is missing to remove time from the timer. I.E. failing to fix a problem removes X minutes from timer, where X is the amount failed by (maybe? maybe 2xX?). This might alleviate the issue DaanJ noticed.
I like the game, knowing the secrets of other players reminds me of 10 Candles, and it's a feature I can get behind. The one thing I'm not too sure of is "Revealing a secret adds 2d10 minutes to the timer". We have a group of 6 players + GM, each player having 2 secrets could add up to extra 4 hours on the clock, conversely having only two players for example, you can only add 20 to 40 minutes tops. Is such a time difference intended?
I feel like adding so much time would make the initial 30 minutes not matter much and it lessens the "fear" of losing, which might remove some excitement from the game. I'll have to try it to see how it goes though, for maybe not too many secrets would be revealed in the first place and the amount of time it adds is taking that into account.