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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.