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I got a community copy and gave it a look!  The premise is very promising, and I think it's well-written.  However, I do have some criticisms.

I think some skills/stats would be good to have, so that players have some control over the game's scenarios instead of it always being up to what the d6 says.  Maybe some playbooks for different kinds of Journiers, a la Wanderhome, would be good for this?  

I also think 10 minutes is way too fast, especially for a game that's supposed to be for 4 people.  There's not enough time to really dig into everyone's characters and the story at hand.  Maybe a half-hour (30 minutes) would be better?  Also, when a Journier becomes the Guide for the table, what happens to their character?

Btw, is it for exactly 4 people, or can more/less people play this game?

Thanks for the attention, it means a lot to me :)
If it helps, this was written for a 1-hour-or-less Jam, so hence the short timeframe. My aim was to get people at my community gaming group comfortable with GMing, and I thought it might be less intimidating if it’s for just ten minutes.

Also, a philosophy I’m developing is to just make a statement without a ton of qualifiers. Of course people could spend longer or shorter than 10 minutes, or have a different number than exactly four players. But, it’s a pretty short game, so I don’t want to spend a bunch of time apologizing for what it is. I trust the readers to have their own opinions.
Re: what happens to Journiers, my expectation is that people’s characters are inactive when they become the Guide. Maybe they‘ve finished their journey, or they’re going their separate ways, or maybe they’re just hibernating because this Land is cold.

Again, thanks a lot for reading my game, it makes me very happy.