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I really like the idea of a game that tells the origin story of a superhero. That's a really cool concept. 

The havoc engine bits feel well implemented in the core gameplay loop of building a dice pool, rolling, and allocating successes. I like that you implemented the push/pull of allocating successes and objectives toward challenges while also having challenge clocks from PBTA games in the background. That was an idea that I also had but didn't find a great way to implement into my submission for the jam. Giving each challenge an active effect is also a great way to drive action from the players. That's something that I had in mind in my submission, but didn't get put into the text directly. 

I like how you've weaved together some elements from the Havoc engine with familar elements from PBTA systems. Specifically the Stress Test feels like a great concept. I do think maybe there could be fewer Effects, lumping together some of the effects in the middle and leaning into the PBTA style of allowing either the Player or the GM to pick one of the results based on the narrative, just to simplify the process of rolling and getting back into the fiction. 

The pages and panels system is pretty cool and I could see it being used to actually write/develop a real comic book as a fun exercise. 

The added reference sheets in the back are a great touch as well. It makes it feel like a well-refined product. 

Thanks for reviewing and the feedback. The game has evolved in our minds and gameplay for a long while. We did not want the game to be just beating up bad guys...as that's not what comics are really about. We wanted narrative play and player choice that expresses that narrative. Heroes are heroes because they have to choose what to engage with and defuse and struggle against their pasts and choices they've made. We used Challenges [like Clocks and Durability] so the team is not all slamming on the villain but rather must focus on different Challenges or face  Setbacks that draw on their origin stories.  It is a much richer experience for the GM and players and easier to maintain party-villain 'challenge level'.  We played EtR and embraced Havoc because it gives players choice [do I counter the GM successes or go all in?] and also allows for a Doom pool of increasing tension and threat of GM reaction. It comes through in our playtests...

In play we do ask, after many Panels, for the player to describe 'what the panel looks like'. GMs also describe the GM Panels.  It helps highlight the powers and abilities in a narrative image. We have created optional 'blank' Pages so players can write down/draw each Panel to create their own comic.

Regarding Stress, we thought about how comics heroes don't typically rune out of hit points and are eliminated. Instead, we thought that there should be some complications from being stressed/damaged but then clear so the players aren't hiding their heroes waiting for the 'cleric' or having to spend precious actions 'healing'. We loved FL's Aliens stress concept so made it less lethal and more heroic...

Thanks again for the feedback and read. If interested in the full rules, let me know. We haven't posted yet as we are formatting but the game rules are completely written. Keep on gaming, jay