Skip to main content

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

I'm sorry, but I felt the game was underwhelming. The issue with VP is annoying. After finishing mission 1, in 3,4,5 turns, tracking them is pointless. Maybe they can be one's score, but there is little strategy to how one gets more, it'll be mostly random, no?

After getting the Chempill - again, really early on - there's no more reason to ever rest at base, no? One can walk back and forth and get more boons that way.

Mission 3 boils down to: walk in a circle, repeatedly if you're unlucky, and hope to roll a 4 (and hope not to roll a 2) (1/12 chance); if one has more time and wishes to be safe, walk in a bigger circle and hope to roll a 12 (1/36).

Getting the scanner after M4, sounds great... trivializes the game's risks further though, for what benefit?

I'm sorry if perhaps I'm severly misunderstanding the rules?

(3 edits) (+1)

Well, not every game is for everyone, and that is OK.

Critically, the Chempill only prevents health loss due to movement in the Chemzone. Trooper still loses [H] in the Radwastes (until the Radsuit is obtained) and the Outlands, and for any Encounters in any terrsin type. So returning to Base is still advisable when [H] is low, or to clear hexes if they have been marked, and mission objectives in those zones not yet reached. 

Trooper cannot just patrol in circles, as the hexes will be marked on the first lap and he won't have any Encounters when overlapping them, so can't get the objectives unless he finds the first time. He needs to return to base to erase those hexes. Hope that makes sense!

VPs are totally intended as a score, and rather than just being random, are about pushing luck against risk of death, and hopefully beating your personal best provides some entertainment. 

Hope those notes help to clarify the rules a little and help you get more enjoyment from the game.