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Well, I guess, it's not for me. I might just not have enough patience to "get it", but anyways, the results are still the same - me being frustrated, questioning time spent and all the praise. I've learned about the game from Bob the World Builder, and am immensely disappointed by that recommendation. Maybe this feedback will save someone's time.

  • First of all, there's more lore on this itch.io page (that lore is still vague, there's not much to it except "yeah, it's Polish"), than in the game itself.

    Like, who am I? What goal do I pursue, except "crafting six special abilities"? Consequences of what events pushed me into this endeavor of getting killed in the mountains?

    There's no fluff, no narrative value, no cultural value. I've learned nothing about "Polish mountains" and "culture and art" of highlanders, except several Polish words - and even those have no transcription, so I can't even read them properly. Futile effort.
  • Second main issue is, the roll values and difficulty ratings are broken, and not supported by any thought or game sense. To unlock even a possibility of beating the game, one needs to roll 12 on 2d6, which is a 2.7% chance to start with. Hell, that's half of the chance of rolling natural 20 on d20! 

    Rolling 2d6 also gives not a linear chance, but a Bell's curve, meaning that most of the time new locations would be either Deep Woods, or a Meadow, with these two locations having almost 65% chance of all possible rolls (values of 6 to 9). And these two give us just an Encounter, and three out of six Encounters are the ones that deal damage either by the trap or by the combat, even if choose to avoid the combat (yeah, Meadow lets escape with no damage taken, that's not the point). Forth option is a riddler, who, if you decide to play, with 50% chance will smack you in the face too! That's like 66% chance of getting punched in an Encounter!

    In other words, rolling for a new location has a ~33% chance that the player just gets punched in the face (~45% if you try to solve the riddles, too), with nothing to it. No progression, no choices, no gains, nothing!!!
  • Not to mention that the combat itself is described as vaguely as it can be. It is implied to have rounds (named turns), and it's kinda implied that the enemy does no actions, only reactions as a consequence of bad rolls, or... start of a new turn (Undine). 

    To quote ("Enemies", page 11): "Failure means that the Enemy deals damage to you – subtract the points from your HP."

    So does "Hajduk (court guard). 3 points, deals d4 damage" deals 3 points of damage, fixed? Or does it rolls d4?

Everything else doesn't matter, at this point. After giving it a good hour, I give up. I've gained nothing, I've learned nothing, and get quite the opposite result from the expectation of "exploring mountain wilderness and weirdness... [with] ...the atmosphere of folk tales about outlaws and knaves from Polish mountains, their culture and art".

It definitely doesn't help that I must constantly turn the pages from locations to encounters, to enemies, to items and prices, back and forth. The rare case of printed booklet being less satisfying and useful, than the digital version opened on the phone.

Honestly, one simple rule could make this experience so much better - ability to see what lies ahead by rolling locations right after rolling for available paths, with maybe exception of Deep Woods. I might give this game a second chance with this ruling, but considering everything, I doubt it, honestly. 

My honest opinion - this game should be coded into a simple single-page app, with all its binary logic "if this then that" fitting perfectly for the medium, having no variability or narrative choices in it. Yeah, me too enjoy myself some fiddling with pen and paper, rolling physical dice - but not to the extent of doing it just for the sake of doing it, which this game mostly is about. I guess, it's not for me at all.

______

With all the best regards to the author and the team. This feedback is not a personal attack, it's a critique of form and rules of the game. I appreciate the people, the effort, the goal, and the craft of this game, and am only unsatisfied with the game itself, as a final product that I've experienced. <3

So, i've played the game 4-5 hours recently. It is a micro lite solo rpg and with 14 pages of content, i'm okay with it not having a background hook but I can see how this would be useful vs when you start off in the mountain pass with no rationale for being there or having to come up with your own explanation. A simple table could have been incorporated

I do echo your sentiment a bit with the 2d6 bell curve of places largely being a burrow, meadow or deep forest. I did not play like this but I think your idea of rolling for locations would be quite good as it involves more location rolling and hopefully more variety and choice. So, when you are in a current location and roll a d4 = 4, when I played would just jot down 4 paths and choose a path, then roll for one location. However, having all four paths fleshed out with locations would allow the potential for other locations beyond the burrow, meadow and deep forest. I think if I was to play again, I would do this. When starting, I would probably include d4 paths going into the mountain pass and d4 coming out and could incorporate some background about why the PC is heading into the mountain pass (trade route, fleeing, appeasing the mountain spirt, negotiation with a village, peddling, musician, seeking help from next kingdom, etc).

I also agree that the 50/50 riddle encounter also seems a bit cruel but you do get to check off the place as visited. Maybe there could be a Points value which varies with location that you can try and solve. 

My view, is that there should be more than 6 encounters and I think you could have incorporated encounters based on location or just more variety of encounters. Now, the Corny Gron Adventure Guide may expand on the ruleset and that is something I will look at shortly. You could also have different merchants who are harder to trade (use the Points system as well) with or could provide discounts (could it be the same merchant). I think selling could incorporate negotiation or a reduction in price if it has been used in an encounter.

I also think there are some polish to english translation issues and some of the rules could be more clear. I think having Hit Points (HP) and enemies with Points is confusing. Regarding your comment on combat, if you fail an attack, the enemy would roll their damage die and deal damage to you. So, with respect to "Failure means that the Enemy deals damage to you – subtract the points from your HP." Failure just means the enemy deals damage and they roll damage die against you and that is subtracted from your HP - which of course can be offset against the kaftan for 0 damage potentially. How its written isn't the best but I managed to make sense of that.