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hi - I really like how this game will leave you with two generated maps, and a mystery to solve in how then turned into now. (Maybe in play or maybe in fan fiction afterwards.) I like the treasure/tension questions too, I think that's where interesting things will emerge from. Maybe also where expansions could come in, you could have more romantic or horror-related questions.

I've read the comments below where you're talking about neutral versus setting-y thoughts, and it reminded me of Annalise, where the setting-neutral vampire rules is accompanied by sidebars showing two example games playing out. For that game it shows how the rules work in practice, like your example, but also that it fits in different genres. It would have messed up your word count to do that here, of course!

I'm glad the example was there; early on I was confused about whether the fragile paths are crossing the edge our group has reached, or going across the cell we're looking at. (It was the part about forks in fragile routes that started my muddle, I think; should I just be reading it that three fragile-path hexagons around a common corner could have paths into each other?)

Your example, though, doesn't give an example of the epilogues. I'd have liked to have seen that. 

I had a thought about 'advanced' questions while reading over - things you could only ask once the relevant scale was over 8, or something - that I've not managed to formulate into a sentence. Not much time before comments close though, so I might not. But something like Trophy, where once you're Ruined enough you can try to decrease your score on that scale. But then I'd be changing the balance between discovering and doing you've set up here. There's not really a question or a comment realised in this paragraph, I'm just gesturing at an area.

Thanks for making the game, I enjoyed reading it. 

Thanks for your comments! You're right about the expansions and the questions. Funnily enough, initially this game was sort of inspired by Uncharted, the videogame series... but the questions give it a very different feel (the videogame is more adventure/fun, and this game is much more tense and about conflict). I should probably try to develop a couple of alternative questions, or maybe whole alternative archetypes. And it's interesting that you mention horror, because the other idea I had for this jam was a kind of Silent Hill, in which the two maps represent real world and nightmare world. So maybe I can combine that idea somehow into this game?

Ah, my bad about the fragile routes. Yes, I meant that I initially said that every fragile path hexagon had to connect two sides of it, but if you had a cluster of three fragile route hexagons, it would make sense to allow people to make a fork on the road, if they wanted to. I'll try to clarify that in later versions.

Yeah, I guess more information about the epilogue would be good. I'll try to improve that, thanks!

Oh, that idea about advanced questions is interesting. I'll think about it and see if I can improve the game in that direction.

Thanks a lot, again, for your thoughtful comments!