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(+1)

Ambitious! 

My immediate instinct is that the mechanics of shunting power around and repairing stuff doesn't have a lot of design space to it for crew counts above 2 or so. There's some optimization and choices to be made, but it's hard to keep it interesting for everyone. The maintenance guy is just going to be making the same rolls all game. I think the successful board games in this space remove any possibility of backseating, giving each player their own little mini-game in which they have to make the best decisions, given exclusive knowledge that they can't share.

This is a really tough nut to crack and risks getting way more crunchy than the Mothership baseline. I've yet to be convinced by any implementation of either the 0E or 1E ship rules, and I don't think I'm alone in that.

Ship design and graphics are great, as is the cover art.

(+1)

Thanks for your thoughts! the intention is that as there isn’t enough power to go around it forces all of the players to move through the ship. they might have things their characters are better at but there are times where you need that system and times where you don’t. Additionally the second set of Crew means that every 30ish minutes the PCs are changing up what they are good at.

i do agree that ship rules, fairly across the whole of the TTRPG space, are a mixed bag and typically lacking, figured i’d try my hand at it.