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Haha. Great point, I'll see about planning a revision to make that change. ๐Ÿ‘

Thanks for letting me know it wasn't TOO light for your tastes. I wanted to do more than just a vending machine, so I enjoyed adding a bit of personality to it, as well as some chances to use these abandoned vending machines to get up to no good.

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TBH, I feel like you could easily expand this into more "plug-and-play features". 

  • The Rimward Survival Pods that range from storm shelters for 1-2 people in the wilderness of hostile planets/breached stations, act as supply caches for those traveling long distances, or a sort of "checkpoint" for nomadic Teamsters to take a tool and leave a tool for when they'd need it.
  • Pan-Academic Multifield Reagent Holds (lockers tied to scholarship credentials for Scientists that are full of medical/tech/biology gadgets or some raw chemicals for when you need a bunch of "accelerant" or "acid" or "vaccine base" in order to pull-off a scheme).

If nothing else I like the concept of this one so much because it's such a good way to have an in-universe cover for when there's a blatant solution but someone's just short a tool, when you want to remind players that rest/food/water exist but not to arbitrarily say they starve, and because I can always say "oh, it just so happens you missed a button that has just what you need". Other small features or cool plug-ins to distract players who are going through a module too fast would be more than welcome.

Great ideas, I appreciate your enthusiasm! Yeah, for most of the trifold pamphlets I made last year I had way more ideas than could fit on a single page, but I was using the various game jams as artificial deadlines to actually get something on paper and shipped. I should join one of those jams that let you extend an existing game to force me to work on version 2. ๐Ÿ˜…๐Ÿ‘