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I think maybe because this is an early alpha made it harder, but I really struggled to follow the flow and explanation of the system at all. There were terms that were used that I didn’t have the definition of yet that were acting as modifiers for mechanics I wasn’t sure I was following in the first place and I just got lost very quickly. It seems like it might have a very interesting set up and system but I can only really get slight hints of it.

I was running into some of the same issues when I was first starting on my submission, and one of the things that helped me was thinking of the structure like building a house. Start with the pitch of the theme, then give the most basic elevator pitch format of the mechanics of the system and flow of the game. Then try and start with the concepts that require the least structural knowledge of the game and work your way in. I found creating a glossary with definitions of terms early on helped me organize things in a way that flowed a little cleaner (I hope) Definitely will need to keep an eye on this to see how it progresses!

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Yeah, you're not the only one. This hasn't really been an issue with other systems I've worked on---or even in (most) previous iterations of this general system---but I've compressed a lot of mechanics without altering the general organization and that's been causing trouble even among people who have played in this system before. I also didn't start working on it till a week into July, so that definitely didn't help.

I'll most likely restructure+rewrite basically everything, adding a spread or two to both rules chapters by the time I get done. There'll likely be an update around the end of this month/the beginning of next month once everything's rewritten and playtested 1-2 more times.