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As this is a pre-existing project, I'm not sure if you're looking for much in the way of critical feedback. It was a good idea to add some community copies for reviewing in the Jam. Looking forward to giving this one a shot. 

In general, I like the vibe and the product feels complete in content and presentation. I especially like the momentum mechanic, the flashback scenes, and the way goblin advancements are tied to the conclusion of each act (and how dragons become familiars when their objective is cleared). The regeneration mechanic also feels good in the way the action is televised and can be countered. 

Also, giving the GM more to do with their dice and making their pool huge is interesting. I was initially concerned it would feel difficult to manage, but giving them 1 dice pool per round and allowing the goblins to whittle it down throughout the round is definintely a great way to reinforce working collaboratively as a group. Honestly that's something that I might try out in playtesting for my own submission to the jam and steal if it feels good. 

Thanks for the write-up! I'm definitely open to critical feedback, since Trash to Treasure is a game we plan to continue supporting. I'll file away any feedback for the Season 2 we're planning to make! My original plan was to submit the system reference document I've been working on that details our design philosophy and the changes we made to the core engine, but I ran out of time. I'm hoping to have it done soon so people can homebrew for their tables/make their own goblins/hack the game etc.

There's a lot of small modifications we made to the core havoc engine, but the GM dice pool being one BIG pool is one of my favorites. Especially for a genre where all the characters and problems are larger than life, rolling that many dice at once is both fun and tone-setting. And we found it meant that characters could more meaningfully help each other out (which again felt important to the genre). Let me know how it works for you if you try it out!