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Thank you so much for your detailed comment! I'm glad there is plenty of inspiration from other media to pull from here. 

To address your points of feedback in order:

  • This could indeed be simplified to say "No communication works between the Mirror World and the real world". We originally wanted to implement a mechanic where communication does work, but it comes out completely reversed to anyone on the other side. But we didn't have enough real estate and scrapped it last minute for something the Warden can come up with. 
  • This wasn't properly made obvious, but there is a star under Room 1 on the map. This is to give note that Omar doesn't immediately start in Room 1, despite the map legend saying there is an NPC in that room. I think I should have removed that and trust the Warden to put the two together. 
  • The explaination for this had to be dropped due to lack of space. But the Mirror World is built from any spaces that have Mirrors in them. The Reactor however has no Mirrors inside it, so it is inaccessible from the Mirror World. That's also why the REDACTED needs to produce more Mirrors and ship them off. 
  • We had ideas for what the "Monster" looked like, but had conflicting ideas and again ran out of space to do so. So, we felt the Warden can come with something, like you just did. Originally, we were going to have the monsters look like distorted reflections of their real world counterparts, like looking at a shattered circus mirror. 

Overall, we understand this module has minor points that work as run, but don't provide an explanation as to why, and that this module can be difficult to run for new wardens. We believe that any warden can still create a fun game with the poltergeist nature of the game, but recognize the potential of the inner personal threats and horror is a lot higher for those with experience. 

If there is enough interest, we'd look to create a FAQ resource of sorts for Wardens to reference for more guidance. So, please leave any further questions you may have!