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Played this with a friend, was fun but came across some points where felt like we were missing something:

1. Who loses when both travelers move onto a space at the same time?

2. The game turned into avoiding moving onto the same space of another traveler. It was easier to force the opposing traveler to move onto your own traveler's space than try the win condition. We purposely avoided this to extend the game past ~8 turns, since the only way to avoid such a loss is the finite source of the two opposing color gates given at the beginning.

Perhaps changing that rule to "If a Traveller of the current player's turn moves so that both Travellers are on the same space, the game ends immediately, and the player whose Traveller moved onto the space loses.", or "travelers can't move through gates where the resulting space has another traveler" would be better.

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Hmm, as the rules are currently there shouldn't be a situation where both the travelers move at the same time, since you place only one gate each turn and placing a gate that'd make a traveler move exactly 1 space isn't allowed. Could you describe what kind of a situation led you in a setup where both travelers were moving at the same time?

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in two adjacent tiles: red gate, blue traveler, neutral gate between the two, red traveler, blue gate. The neutral gate gets placed last, causing both travelers to want to move thru their colored gates

we might've misunderstood something with how colored gates can be placed? (assumed that since opposing travelers can't move thru the opposite color gate it doesn't count as 1 space move)

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Hmm, thinking about it, I think you're right and this just hadn't come up in testing. My intuition would be that technically the movement of either traveller stops after just one move when they're right next to each other like that, so placing a neutral gate in such a circumstance shouldn't be allowed; I'll need to adjust the rules to include this case. Thank you!

It did seem during testing that crashing-related victories were the norm and actually getting to the goal was more of a "this'll happen eventually if you don't act" -type timer for gameplay; it's not quite what I had in mind with the design but it did still lead to fairly interesting gameplay during testing so I thought it'd be ok for the nature of the game to be more crashing-oriented. Was the simultaneous crash issue the main problem when you were playing, or do you feel that even with the above adjustment the game would end in a similar situation too easily?

The simultaneous crash was rare, our games mainly ended when one of us ran out of moves to avoid a collision. Actually, that often occurred after one of us visited the green space, so perhaps length-wise it was ok