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(+1)

I dig the tone and idea. It's a bit sad and nostalgic but not hopeless at the same time.

  • The system is easy but got a strategic touch. Love how humans are vivid and kinda scary! And the undercover alien theme is powerful enough to make you scared of humans.
  • Artefacts are great while being powerful and useless at the same time, I hope that we would get more after the jam! Usable ones (that you could pick on the start) are nice too and I can see a ton of scenes where they could shine.
  • Ship mechanic is a bit complicated and somehow off the mechanics' grid. But maybe it's just me, who didn't get how it works.

I would love to give it a try, even while I am not sure about how the game session structure should look like. But the idea and instruments to tell the story are making me want to play it!

(+1)

Thank you! I'm definitely planning to add more artefacts later when life's less hectic. As for the structure, I was trying to leave it more open for the GM to come up with a story to tell. If they wanted to make a more mystery based game or spy-thriller type they could. 

The ship mechanics are a bit weird but it's mostly to a) force the players to go back to the ship and take a moment to think about what they learned and  b) a slight punishment for not handling the artefacts properly.  The changing the power supply is also supposed to be a way to signal that the party is ready to get the artefact (and, if they identified it wrong, the beginning of a mad rush to collect the items needed to secure the artefact correctly before the engine overheats).  I hope that clears things up with the ship mechanics -- I'll be sure to edit that part in an update later. 

Thanks for the feedback! It really means a lot to me :)