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(+3)

Angel and I played this together, and OMG we got SO close to winning. Angel would've won at the beginning of her next turn as the fire spread, and I would've (probably) won one turn later myself too.

I only have two issues here:

  1. The health track didn't matter at all. If we were in the space with the crew token, we always threw it overboard. Because that saves a whole invasion track icon filling in, it was the #1 priority for the whole game.
  2. The game became really repetitive about halfway through. Each turn I took was: roll dice, modify them to be the best they could be, run to wherever the crew token was, throw them overboard, then destroy one spot there and have one die remaining that was useless because I'd unlocked all the swamp mysteries. 

With this said, what you made was really awesome! You pulled off making a roll and write game, with tokens and moving around, in 3 days!! 😮😮😮 And with some more balancing (which I'm legit excited to see), this could be a fantastic game of balancing your actions, plugging in dice where they should be used, and keeping up with the threats. The invasion track was a fantastic threat the entire game, for instance.

We're still rather new to playtesting and crafting tabletop games, so my suggestions might not be great, but I personally love random events. Maybe rolling two dice to get one at the beginning of each turn would help? Or giving players another action they can use each turn, since I almost always had a die (sometimes even a 6) left at the end of a turn? They were great for unlocking the swamp mysteries, but once those were all unlocked, bonus dice were useless.

And again, please know that this isn't meant as negative. You pulled off something awesome here, and playtesting a solo game is REALLY hard because you're basically competing with the game itself. Getting that right takes a lot of time and effort, which you just don't have in 72 hours. And you've got multiple systems here working together in unison, along with a cool theme.

Honestly, throwing the crew token off the ship also felt awesome every time lol, like buh-bye dude! 

- ✨Beth

(+3)

Thanks for the comments, Beth…!

For a future release, I’ll see what can be done to make the health track more relevant. Maybe a simpler, three state health track ought to help: “Healthy, Wounded, Defeated.”

The more I’ve thought about it, the more I want to explore extending the game to embrace the idea of a “spirit of the swamp,” something like that, where the Creature is just one aspect. I am thinking of developing the idea of overrunning the human’s Camp with vegetation or swamp waters or something. This might be a mechanical way to utilize the extra dice you’re talking about, in addition to the random events you suggest.

I appreciate all this feedback and positivity from both you and Angel! Now that I’ve had a little distance from the design time constraints I think I can really stretch out on this one.

(+2)

Oh nice, those are super clever ideas! I love that, a focus on not only the ship itself, but dealing with their camp. It makes perfect sense, as those at the camp could simply come again, or the loss of the ship would make them even angrier. I love that you've got ideas that not only improve on the mechanics, but also tie in thematically too, that's really cool!

I'm not at all exaggerating when I say that I'm looking forward to seeing what you do with it :D If you have a mailing list or if you plan to email playtesters later when you get the next version done, I'm happy to play it again and check it out! We're at bethandangelmakegames@gmail.com :D

- ✨Beth