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(+1)

Art style is awesome. 

The setup and ecosystem are pretty good, a bit more story and reason to be there, time pressure, or links between the five chambers (reasons to go between them) would provide more interest and break up the potential linearity. 

I felt the hub map structure is a bit underused - if they keep returning to the center, then that's an opportunity for escalation and suspense. The chamber effects are getting there.

The stack of dice made me want to have a rotating puzzle. Here's an example of what you could do: For any given roll of five dice, I think (!) it should be possible to rotate them so that each side has 2 pairs. As a Strength Check, crew can rotate one dice and all above it. If the crew knock over the dice, something bad happens, you reroll the dice and stack them up again. 

Cheers!

Ok so I agree that getting the most out of the novel mechanic of dice stacking is a good idea, and I like the notion of allowing the players to interact with them.  I'm not sure I quite follow your idea of rotating though, perhaps if you have the time you could explain it a little more?