Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Damn. This is some great feed back thanks. When we were designing it we talked about ranged weapons but we didn’t add any. I thought they would be too strong but I could have been wrong. 

You bring up a great point about movement and allowing an attack at any point. I have it as you move your default, you can throw an attack and then use your overdrive to move away. But being allowed to attack at any time would probably make the game feel faster and feel like you were just charging into a dude. I will look into this. 

I have the movement set as whatever your movement value is, you have to move that full distance. So if you have a base 6 move, you move 6 in a straight line. You can spend your single dice to pivot during that movement. In between your base move an overdrive move you can pivot for free. It makes sense in my head. So I was thinking there would be a chance for collisions, We also didn’t add in the rules about fumbling when a ball holder collides with something. 

Regarding the d12, I have been really interested in a d12 system for TTRPG where the number you roll determines success and damage. I wanted to implement that into this but I think it doesn’t work well since there is only miss, hit and crit. It might work better if crit was more damage and there was a damage status that’s was between a hit and crit.

I guess I saw the loadout sections as synergies. Different frames, weapons, enhancements and crew perks would synergies with each other in different ways. 


I appreciate you taking the time and giving this feedback. I want to continue working on this and these points will be very helpful. 

(+1)

Thanks for the well considered and thoughtful feedback nomoredroids! I think all of your points are totally valid.

We've never done a Game Jam before, so this was a learning experience for both of us. We really focused on putting together a solid framework and getting it completed and published on time. With the tight turn around time, there will always be lots of ideas that get left on the cutting room floor- we have a running list of things we'd like to implement or revise (ranged weapons are a perfect example!).

The requirement for the full set of polyhedral dice are for the Pit Crew stacking mechanic. We considered only using the 6d6 for this mechanic, but thought it would be too easy. That's something we should playtest more.

Really appreciate you taking the time to write this up, we'll explore the items you mentioned. And congrats on completing your OPR submission!

(+1)

I 100% missed that they were for the Pit Crew mechanic. I think I read it as the Overdrive dice. In that case it probably matters less that the d12 is part of resolution.

(+2)

NP!

Yeah, so, synergy should be effects that are more than just the sum of the two things. And relying on your parts for that "synergy" isn't really synergistic, it's just the sum of the parts (literally). 

I could have just read the rules wrong; they're not in front of me atm, but I'll work as best I can from memory. I believe you say something to the effect of "moving in any direction the player wants." Particularly in 1pg, you're going to want to elucidate on any mechanic that is contrary to the expectation of the reader. In this case saying "move any direction you want in a straight line" will clear it all up and make collisions more of a thing--though I still don't know if I'd expect them to happen. 

To clarify about weapons, I don't think you need "ranged" weapons, just weapons with ranges that aren't 0". That will mean that a player really has to get a biiiig bump to speed to get out of attack range.