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(+2)

Love the criticism, thank you. I did double check the first mention of Sports and Smarts in the doc and it does show what they are right there in the second step of character creation.

Love that you loved the Dog, we tested the game and the Dog is 100% the most overpowered archetype in the game while also being the hardest. As for the Jock's Advantage and Disadvantage being things that would appear to be a given, we treated all Advantages and Disadvantages as more a narrative tool than anything that offered a mechanical edge/hinderance. Even the Nerd losing their glasses was more to help build tension in a scene than something that added modifiers or stopped rolls. For the Jock we acutally used them to further the idea that the Jock would just innately be better at things using a Sports roll and could pull off more over the top actions than others, but would have trouble recalling how to tie his shoes.

The Alien races are still a bit in flux, originally the Krol had Chest Bursters for their influence but we changed it when we decided to push for an actual book and look for more aliens to add. The Toxoplasma Gondii wil be gone in the next patch of the two page to reflect their actual Influence.

And funny thing is, I was talking it over with my partner the other day and voiced my concern about the Overexertion/Lazy rolls being reversed and have wanted to flip it so having someone else voice a concern with it is going to have me so just that. It's one of those things that felt right in writing and when I played it, it felt wrong. 

The intention of the Alien Influence being basically a get out of jail free card was to give players more agency over their rolls while increasing dramatic tension. In the playthrough, it worked. We never made it to six because the plot twist we rolled up converted our Jock into a Draqnal drone. I do need something for the 6th point that pushes it further but the limited length made it hard to fit something like that in. Right now, I'm thinking a last desperate attempt and maybe an auto crit. I want it to stay in line with that 80s alien invasion plot where people commonly give it everything knowing what will happen.

But overall, you've given me a lot to consider. I am working on an actual expansion of the game into an RPG akin to Luke Westaway's GravityRIP in terms of size and ability to be played beyond a single session. But I do want the two-page to be a solid and fun experience.

sorry, to clarify, not "what Sports and Smarts are", but how they're used.  I wasn't sure if it was a roll under or over system or something else so I had to skim the rest to see if higher or lower is better.

(+1)

Ahh, yeah, I was following Lasers and Feelings as a guide and they dive into character building before everything. I prefer system info upfront too.