Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I'm still digesting the system, but the Flow mechanic is an extremely elegant addition to the system in lieu of stats. I'm already thinking of several submissions I've reviewed so far that chose to forego stats and could have used a mechanic like this in its place. It works both thematically and mechanically. 

I really like the idea of flipping between the classic fast-paced havoc engine scenes and downtime scenes. If I were to play with the system, I might also try to use downtime scenes to drive advances or gain additional tricks for characters because I like how that feels thematically. 

I do think the evasion mechanic is a little bit muddled. I understand why you're treating it as a "buyable" resource, so you can spend it on tricks. But I think that it could be communicated a little bit more clearly in the document. 

The tricks are great thematically. I like that they have varied costs, but I do wish the effects were a little more diverse. I also think I'd like to see some tricks that lean into narrative impact vs. the very mechanical effects that they currently have. 

Very cool system. Excited to see where this goes. 

(1 edit)

Yeah, it does cover gaining Abilities by completing Downtime Objectives, but it’s not obvious because i only had room/time for like one example, but Free Movement is more of a framework because it’s for traditional homebrew campaigns instead of capsule scenarios.

And yeah Evasion kinda snuck in late in development as a stealth Resource. i thought giving it a name would help explain it but maybe vetoing Conditions should have just been a step in the end-of-turn phase.