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A lot of fun ideas here at play! Pocket dungeon is a classic and I think you do a great job fleshing out how the crew might end up with the cube and why they might want to get rid of it/hang onto it. Bounty hunters are a great inclusion! Indecipherable logo with bracketed text is also a plus for me, I like that kind of thing.

I don't know that the dungeon itself worked for me as well as it has for others though - the abstract nature of the cubespace made it difficult for me to grasp how I would describe a lot of the areas in a way that would give my PCs a lot of interesting decisions to make (ran into this with some of the weirder rooms in Gradient Descent as well). The tower encounters have some fun energy though, and I respect the hell out of an obscure namedrop to flesh out the aesthetic of a space (even if I don't get it lmao)! I'd also love to see art of the cube on the cover instead of the text-based description since it could then double as a handout to players, with an actual dungeon inside as a fun bit of writing/print medium synergy.

Lots of ways you could punch up the visual treatment, but happy to bounce more ideas off you via Discord if you're interested. Very high-concept entry with some great creative energy behind it! Good work!

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Thanks so much Joshua! I wanted to present player choices between rooms but the actual room contents could probably use a little polish to make that clearer for Wardens. The real challenge I've faced here has been conveying something poetically while still preserving game utility. When it comes time to do a post-Jam revision of this, I'll likely reach out to you to discuss it. 
Thanks all the same!