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(1 edit)

Thank you!

Yes was certainly rushing towards the end (hence the only 95% of a first draft haha) i’ve now got the graphic design in a much nicer state so as to not just look like a block of text.

Also the post jam version I plan to include downloadable handouts which would help the Players visualize what each System can do, and to keep track of moving power around the ship.

The intention was sort of like “This one shot is mostly a big combat encounter” but instead “this one shot is a big cooperative puzzle” Also i wanted to tackle the constant problem i see with “Ship” based missions which is the lack of moving around and mostly boiling down to “i’m gonna take the guns while you pilot” and instead i wanted to make something where you yes have to shoot, but also the things that come up force you towards different places all over the ship and different solutions as to how to properly attack the problems.

Regardless thanks for your review! I genuinely appreciate your feedback!

(+1)

That's kind of the intent of Project Sisyphus as well, or at least the second act. 

I think, when doing that kind of thing, if you want it to remain a role-playing game and not accidentally turn into a board game, you probably need to resist the urge to have explicit mechanics for everything. Here, you definitely want to have rules for some things, like powering systems and how long it takes to get around the ship. But if you don't want it to play like a board game, I would suggest leaving more room for the Warden to interact with the players, instead of both parties interacting with the game mechanics.

a very fair point. Not quite sure how i would adjust that but I’ll give it some consideration.

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In this case, having done all this work, you could also just lean into it and be like this is a board game you can play as a standalone or as an interlude in a more conventional campaign. Maybe even rejig the rules so it doesn't need a Warden. (Or, conversely, if you want to keep a Warden, give the Warden more direct control over the threats and make it a competitive one-versus-many game where the Warden is actually trying to defeat the players.)

The advice was more for if this isn't how you meant it to go, how to avoid that next time.