Skip to main content

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

First off, this is great design. The colors work well. I love the map and the asteroid as a text box. What did you use to make the map?

The concept is fantastic. I love the boring 9-5 nature of it. The world-building is excellent and well thought out. Are the character nicknames their call signs?

Really good hooks, guidance, and thought-provoking ideas for continuation.

I liked the sudden and classic body horror. Keep players on their toes.

The major and minor malfunction tables work well. Lots of good ideas for complications. Does the Lighting failure major malfunction mean that the only lighting comes from the hatch markers? 

I like the map, but I feel like the map and the room descriptions, while perfectly functional, descriptive, and well-done, could focus more on interactivity, provide options to more clearly serve the gameplay, or be more flavorful. I can see the explanations of the spaces not figuring into the session much. 

I think this is really solid and well designed.

(+1)

I use Adobe products. The map and asteroid shape are Illustrator, the portraits and logo are Photoshop, and everything else is InDesign.

Re: body horror, I'm obviously riffing on Alien, but my thinking is it's always the biologicals who are horrified and the androids who are immune to stuff, so what if I made something particularly horrifying to androids?

Yes, the idea of the lighting failure is that it's pitch black except that you can at least see the hatches to get from room to room. There is surely something in storage that could generate light if you can find it, or you could find a cable to short out and make some sparks, or make a torch out of oily rags in the kitchen, etc. 

Which brings us to your feedback re: the room descriptions. My intent was kind of that instead of doing a bunch of explicit Thing A solves Problem B, that if the players think of a solution to a problem, the thing they need is probably somewhere, with Storage being the default if it doesn't logically belong somewhere else. But that fetching the thing and getting it to work is usually going to take time, while more worms appear and eat more holes in the ship.

So that's why I didn't explicitly list useful items per area and instead used the limited available space to establish the physical environment. However, it's useful to know that's not quite working for you. Maybe for post-jam revision, I'll list one item per area and then make the Storage more explicitly a game mechanic, like "Can't find what you're looking for in another area? It's here somewhere, but will take 1D5 rounds to locate and might be broken."

Thanks so much for the kind words and the suggestion about the room descriptions. 

Oh, and regarding nicknames, I guess they also function as callsigns. My thinking was more that everyone is vaguely embarrassed to be stuck in this job and doesn't really want to talk about themselves or how they ended up here. So, going by or giving each other nicknames is a way to kind of disassociate themselves from who they are outside the Vódi and establish some false camaraderie while carefully avoiding any actual closeness.