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Time is never on our side, and I do wanna say I feel like it's commendable that you've created all this within the timeframe of the jam. Looking forward to seeing the prettied up version! 

In JAMS, which my friend/fellow Devil Whale Rik wrote, durign playtesting we came up with a similar idea to what you're describing (and apparently that Trash to Treasure does, though I haven't gotten around to reading that one yet). JAMS just has one static number that players have to whittle down during a round, as opposed to one shared "threat dice pool", but the concept is similar. During playtesting we found that it really amped up the teamwork and community aspects of the game, but further abstracted what exactly you were defending against. As JAMS has a lot of objectives/situations that aren't as hostile as in Eat the Reich or Shoulder Parrots and Hooks for Hands, that actually worked out really well for JAMS, but your mileage might vary. Interesting idea to play around with at the least, for sure! 

I feel like either idea for a ship situation sounds fire! I think having it be a bit more "focused"/straightforward, with a smaller location and mostly a main objective to focus on, could work really well, yeah. 

This does remind me that I really rather liked the way you handled locations and objectives, specifically for a heist-centered game!

Anyways, I look forward to seeing the next version, and good luck with your further yar-har-fiddle-dee-dee-ing. 

- Jorrit

Thanks again! I'll make sure to check out JAMS asap! 

I absolutely see how the mechanic of a shared GM dice pool for all players in a round would offer tough decisions regarding risk/reward. i.e. not responding to threats on your turn if you think the next person will roll enough dice to get it on their turn. But it definitely seems like a great tool for reinforcing teamwork!