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That's very kind, cheers for the quick reply. Purchased and printed - looking forward to sticking some dark ambient albums on and diving it.

Thank you so much! Hope it's engaging

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Okay so I had a good time with this last night, running three delvers through their paces, I really like the 'push your luck' aspect, the ultra light touch rules, the terse area descriptions, and being able to name an area after it's fully mapped is just flat out cool.

BUT I've got a lot of questions:

- Is a starting Delver's maximum DNG 20pts, or 40pts? I was playing it was 20 since I thought the only thing that affected it was your mask. Is it actually meant to be 20 (your limit) and your mask ADDS another 20?

- When you return after a delve, does your DNG reset? I can't see anything that says it does, but it seems like it would basically be impossible if it doesn't. My third guy made it out but he's got 17 DNG and he's still only got the starting Mask.

- Satellite Drop Orders are specified that they can be ordered and delivered to any [-1 DNG] room, whether the delver is present or not. So that's something intended for use in a later delve, once you reach the room you specified? And also, is the only was for a room to reach -1 DNG to fully map it and then make use of the Atmo Processor augment?

- Happy Times Resupply I have all kinds of questions about. It says that DNG reduced by current mask's limit. But doesn't that mean it would just reset your current DNG to 0, since as soon as you reach your mask's limit, you perish? Power Up - what does that mean in this instance? What would it mean for this specific drop item for it to be powered down, and how would I ever power it up?

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Thank you for feedback! Let’s go through these.

- A delver’s starting DNG Limit is 0. If they were to leave the outpost without a mask, they would instantly suufocate to death and die in the first room.  A mask is your basic survival, and the starting gear goes 0 +20 (from a Blank mask’s bonus)= DNG Limit of 20. I’ll see about making that clearer in the section.

- Yes it does reset to 0, I shall add a line to Returning to Outpost Alpha. Good job on geting a survivor! it took me 4 delvers for one to survive back to the surface when I was running playtests ><

- Drop Orders can be bought at any time, delivered to any [+1 DNG] room. Good catch, (the negative was from when DNG counted down not up) any written [+1 DNG] room, or any fully mapped room—which reduces the DNG to only +1 (just air used while safely traversing)—can be used for a delivery. The idea was you can order on the spot to your location if the room isn’t a notable threat, or you can plan ahead if you have the credits on your delver but don’t think they’ll survive; order for the next delver so the credits aren’t wasted, and the next delver can use the resupply. Something like that. If you manage to snag an Atmo Processor, that just makes everything safer, and you can have a  drop delivered to any +0 DNG or +1 DNG. I’ll put a note in saying equal or less than +1.

- hmm, I might need to word this one better. DNG limit is a ceiling rather than a floor. At start, 0 +20 (Blank Mask) +0 (no armour) +0 (from device) = DNG Limit of 20. You start the delve at 0/20 DNG while at the outpost, first first the danger starts adding up. When your DNG reaches its limit (20 to start), the delver perishes. The resupply only reduces your DNG by the mask’s limit, so if you have armour and a device icreasing your limit, you don’t get that back too. It might be easier to say flat reset to 0, but once you start getting into deep delves of 30, 40, 50 rooms down, I like the idea that you onbly get your mask’s air supply back— your armour is still shredded so you’re still vulnerable. 

Power Up was supposed to be italicized, as it’s technically a tag of the drop and fills the other half of the resupply. It might have been cut from earlier edits, but when a Resource is checked, it’s considered powered down. If you use the stun brick, it’s checked, and it needs to recharge before it gives out light again, that kind of thing. Looking at the forward rules, I’m seeing I cut that due to complexity issues. Now all Resources keep their tags for use (ex. stun brick still puts out light even when checked). I think the easiest fix here will just be removing “power up” and rewritting the sentence to imperative direction. Consistent language across the game would clear that up.

To power up (uncheck) discovered or recovered Resources, a delver would have to:
- Explore # of rooms if the item has a Power # tag (Stun Brick unchecks/powers up/reloads after 2 rooms)
- Uses a Resupply (which unchecks Resources as described)
- Explores a room that instructs a Resource to be unchecked (there arent any of these in the demo, 2 of the furture regions will feature this boon mechanic)

I think that addresses your questions. Thanks so much for playing and great feedback. Also,  are you comfortable being listed in the playtester section?

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Thanks for your reply. In order:

-Thanks for clarifying, I think I was confused by the dice icons on the delver sheet.

-I am proud of my survivor! I feel like he might be doomed for the next trip though...

-In the current version, it says that a fully mapped room has Danger 0, not +1! So that might be something you want to look at. Also more generally I would recommend rigorously checking how you use and differentiate the terms entry and room in the rules as it seems a bit flaky right now!

Also I only got a Drop at the mission end, is the intent you can also buy them during a delve? Because it doesn't say that anywhere.

- Yeah I would settle on either power up or checked and eliminate all other mentions of the other!

Curious how many rooms will be in the final thing? And yes please I would love to be credited as playtester!

A