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(+1)

I really like the idea of charting a map of a childhood world on top of  actual place. If I were to play in in person, I think I would even prefer using a vellum or other transparent paper to overlay the two at the end.

Also, looking at the character cards, I see a theme of adulthood making you jaded and less imaginative. I think as a part of the second day, before the epilogue it would be interesting for each player to check out one place from the kingdom in the city - say what is there now. Will the characters stay jaded and be defacto about the real world, or will their encounter previous day allow them to see some beauty and magic in the mundane?

I like the graphic design of the game, but I think it could be pushed a bit further. One thing that I noticed is the lack of variance between child/adult cards. Maybe create a different card back, use different fonts (a serious one for adults, a playful for kids) or a different layout? I think the color difference alone is not enough. I think the guidebook could be made bigger in size. The card sized pages work ok, but bigger would allow you to make the rules even clearer.

(+1)

You're definitely picking up on a theme that was much stronger during the initial design of the game.  I abandoned the notion of the game being about grown-ups reconnecting to their childhood and, in so doing, escaping that sense of jaded adulthood.  But the tone is still there.  I'd like to find a way to reincorporate that into the game so that it's an emergent concept, however, and not something i prescribe overtly.