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(+2)

I think this is popping off in a lot of respects!! Beautiful layout, really excellent use of color and art for locations. Logo treatment rocks as well! Only visual critique I have is that there's a decent amount of incredibly small text that I think would not come out readable in print. I like the dimensional flipping, the NPCs, and a lot of the encounters!

Overall, though, I gotta say there's a Lot going on and I found myself pretty thoroughly stumped on how to tie it all together. Individual elements had connections that I could map out and get a sense for, but they all intersect and overlap and time-travel and pulled me around in a lot of directions at once. Personally, I'm a big pick up and play pamphlet kind of guy so this is partially preference, but some more space for starting hooks, possible endings, and Warden guidance would make a huge difference for me.

Don't get it twisted though, huge respect for the layout and for taking such a bonkers swing. Time travelling dimension hopping star is crazy shit!

(+1)

Cheers for the notes! In my playtesting that also came up - there's a whole ecosystem but what actually happens in it? I'm going to add a three-act structure of events to give it more momentum/direction. The rifts are also ended up needlessly complicated - the crew basically *have* to interact with them to progress the investigation, but if there's different types they don't know what's going to happen. My plan is to have one big nasty one on the nightside, and the rest be stabilize-able (maybe the magnetic disc...?).