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(+1)

Super cool! I LOVE the focus on in person play, the art and the design. Personally, I would prefer to less reliance on random encounters in each room with a few of the key things (especially the gadgets) placed in specific locations. The key thing for me in a game is choice - if something is random, players can't really choose to pursue it as effectively. I'd rather it be definite but come with a potential cost (maybe the former crew are all crowded around the gadgets and present an obstacle?). I think with a few tweaks this would be super simple and straightforward to bring to the table!!

(+1)

Thanks- good observations.

Other have said similar, so what I am thinking of doing is have the Professor *already possess* a gadget, and hide another elsewhere. That way, if they get more on the rolls, it will simply boost their power. I may have the other of these two proposed map-gadgets be in the posession of another excav team member, who is losing their mind and might attack the players...