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Thanks for the comment and for the feedback! The haiku were certainly my favourite part of the design process, I really wanted to get trope-y with this game and I think they add a little flair that goes a long way.

The single threat roll idea is really intriguing; I'll admit I probably haven't read as many of the other entries as I should have but having all the players (given that they're playing one character) act in tandem to address a single stimuli seems like it could be a great addition/change that would improve this system. Might just try to incorporate that somehow :) The overall idea is to generate friction between the aspects and I think the round structure system (though I've been looking at slightly retooling it) is the backbone of generating that sweet inter-party conflict. 

Also not a nitpick at all! I can't believe I didn't mention that difficulty was shown like that, but you're right that the X is referring to that. 

Lastly you're right to criticize some of the location design, I didn't finish all of the areas I would've liked to in time for the submission deadline. However, I've been slowly progressing towards considering the next area feature complete. I wanted area 1 to be fairly simple in design, with only a few locations having secondaries/bosses so keep the introduction easy to digest. But rest assured Areas 2, 3, and 4 will have much more interactivity with secondary objectives/treasures! 

A final note, but I've also toyed in the WIP document with linking the locations in each area through a sort of web, and having certain areas become inaccessible depending on which path is taken. This would, in theory, link to the round structure/bidding conflict system in order to encourage bartering amongst the players, Perhaps certain locations might give Memories (advances) to certain aspects, or something to that effect. I think it'd be interesting, but we'll have to see.