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There is an interesting character-creation system with a soft amount of randomness and free choice, tying the character to a past that's no longer theirs. But the game doesn't feel suited towards combat. Monsters and their tools are far too vague to be useful which does not work well in combination with a rather robust dice system.

It reads as incomplete, which is a shame, but also potential for future improvement. Tom Bloom's CAIN is an easy point of comparison, one that is also worth tinkering with and breaking wide open. There is a very solid foundation here, which I'd love to see further developed - but maybe not as a combat-focused game.

As it stands, the binary character systems are a fun portrayal of a human inside the digital. I appreciate the tables at the end. But the combat/hunt needs a better spotlight, and the text another look (some parts feel difficult to read and especially in the beginning, I could spot writing errors).

So, all in all, a typical gamejam game with a lot of worthwhile ideas. :)

Thanks for the feedback.

I agree with a lot of it, because I kind of rushed the last couple of days just to make sure it would be out in time for the end of the Game Jam. Between the time constraints at the end and the 16-page zine format, I pulled all the monsters out, and I'm putting them together as scenarios/missions for the agents to complete. So, a folded sheet that has monster stats, ideas for how to evolve that monster, and a few more tables that could be rolled on for narrative twists and turns commonly associated with that monster's stories. 

After I printed it out, I noticed a couple of spelling and grammatical errors in the text, and that annoyed me. However, I've already organised an updated version of the core rules.

The intent of the hunt was always less of a "combat game", and more of an investigative narrative. The aim was that if players just went directly for the fighting option, the monsters would wipe the floor with them. If they investigated, discovered the weaknesses of the monsters, reconnoitered the hideouts/strongholds, revealed the monsters allies/minions, and found out how the monsters were influencing the world, they'd have a much easier time and might confront the monster on an even footing, or even gain the upper hand. 

If there's enough interest, I might throw together another zine as a guide for the GM, with a few more ideas and clarifications in it.