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i quite like this game, though it has some clarity and balance issues.

the start of the game is incredibly hard, which is fine, though i had to reroll the placement of enemies on my first encounter because they half of them spawned right next to me, which would have ended the game before it started. all in all, procedural generation could use some tweaks and limits. towns kept spawning next to each other too, which I vetoed. also the worms suck to fight. they're tedious to roll for every turn, for them to never spawn anywhere near me in the encounter. also rolling a single dog can be a relief, but is rather uninteresting. 

once you get going though it snowballs quickly. there's little limit to how many contacts you can make, which means how many jobs you can have, and no inventory limit or time restriction for deliveries. this means you can easily stack up jobs and make BANK. I limited myself to 2 contacts per city, which seemed reasonable, but still got my weapon to 56 and armor to 20. Once you get enough cash, food is no problem, and so stealth on every turn becomes feasible.

some rules were hard to understand: i didn't get the jumping over obstacles until I watched your videos, and still am not sure how deterioration of weapons works. though past the first couple encounters that wasn't much an issue.

despite any of this, the game was very enjoyable. I like the feel and a lot of the ideas, and the moments of tension do work quite well in the first half. some of the encounters were tricky and fun too. I'm thinking applying some of the extras to the base game might be good, I didn't try any of them because navigating between files on my phone would be a pain, but they look cool, and things like the reputation and handlers could potentially solve some of the balance issues. I'd have to try.

I hope you keep refining this, as there's a version of this game which is truly amazing, and you're pretty close to it.

Thanks a lot for this review and deep dive! I really appreciate it because, even though I tested the game a lot, there is only so much one person can do or be aware of. More eyes and ideas are always needed and welcome!

About how armor works: It absorbs up to its value, but every time you are hit by an attack, the armor deteriorates (i.e., its value decreases) by an amount equal to the damage it absorbed. Maybe adding "up to" would be a good inclusion for clarity? 


I admit that the text suffers due to space constraints, as this was originally a submission to the One-Page RPG Jam. However, I will try to clarify things while keeping the one-page format. (In my wildest dreams, I would love to make a second or third edition of the game in a booklet, and maybe put it all together with extra material in a box set!).

About the unlimited amount of resources you can carry: you are totally right. If you put all your coins into a weapon, since it only decreases by 1 with each attack you do, you could end up with a very OP weapon that kills anything in one hit. That is clearly something I need to rethink.

One possibility is to merge weapons and armor into just one item, with the idea that you use your weapon to deflect damage (parry). This way, when you take damage, your weapon/armor value decreases together.

However, this still doesn't fix the possibility of having a weapon with a value of 50 that kills anything on the first hit. Probably, as you suggested, the best and easiest solution is to put a constraint on the weight or amount of things you can carry. I think I will implement this right away in version 1.2 of the game, with something like this (which will also tackle the limit of packages you can deliver in just one journey and make the goal of hunting a mechakin almost an "epic goal"):


Also, yes, worms can be tedious. Maybe letting them charge 4 or 5 hexes would make them more interesting.


About procedural generation: Here also, space was a constraint that didn't allow me to do something more "elegant". Reading your comment now, I think the next extra material for the $100 goal (or the 20 reviews goal) could be precisely to create a more refined set of rules for procedural generation. One of the things I wanted to do from the beginning was to add some pre-generated obstacles that expand over several hexes, so you roll from a table of "shapes" three or four times and then put those shapes on top of your combat hex grid, which will hopefully make setting up encounters less tedious. Maybe it's time to make this happen.

About your run as a runner: How much did you play? I'm super curious about how many 'in-game days' it took you to get that powerful armor and weapon.

By the way, I really love your drawings and setup! I think that at some point I would like to make extra material with paper obstacles and miniatures like yours!

i recorded food as tally marks so i can tell you i rested 23 times, and visited 37 unique hexes. I actually met the pilgrims on that 37th hex, so that was a cool point to stop. the part i had trouble understanding was the weapon degradation, but it seems I understood it correctly. I hadn't been sure if it was a number of uses or if it actually got weaker each time. limiting the total weight certainly would curb the infinite progression from multiple angles, it's an interesting thought.  I'd mark individual weights: 1 per package, weapons  and armor 1 per x, etc.

I don't think giving the worms more range would make them more tactically interesting, but who knows. also I think it's okay for the game to grow beyond the one page limit. clarity and practicality need the space, and I feel the game's grown beyond those bounds already.

I enjoyed coming up with lil pictures for all the hexes and the things i encountered! for some reason I was surprised the game didn't come with PnP thingies, something about the vibe screams for them haha (although I would have still drawn my own)