Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

We played this today with four people (later three as one of us had to leave, and we skipped the fourth Storm to go directly into the final confrontation). I enjoyed the story we told together and how our relationships developed.

We did notice that the challenges during the Storm were relatively easy to overcome. Even with three players, we were able to get a full success almost every time without using our boons, mech parts or sparks of glory (once we opted to take a partial success for narrative reasons). Being able to pull on a skill, link or the House gave us plenty of approaches, so each pilot drew a pilot card for every threat, and that ended up being enough.

Not sure if we missed something there. We didn't need to use our mech parts, though I noticed that lower value ones would basically never be helpful compared to the pilot cards, so spoils tend not to make a big impact.

We also weren't completely clear if a link that is established between PCs always leads to a link going the other direction (with possibly contradictory tags), but decided in favour because it made more sense for the Calm move to establish a mutual link.

Hope that makes sense and thank you for making and sharing the game <3

Good to hear you enjoyed the game, Elenie!

Regarding your rule question, Links should definitively be mutual between PCs (and can definitively have contradictory tags).

I also appreciate your feedback about challenges during the STORM phase: I'll be experimenting with different gameplay tweaks in the near-future to make the difficulty better match the "desperate resistance" tone of the game.

Thanks for playing LAST CHARGE OF THE SENTRY ARCANES, and for giving so many other indie TTRPGs from the creators on  itch.io a try!