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(1 edit) (+1)

Overall, I think it's a nice game, with the potential for being great, but I think you should focus on its layout/organization, and specially in the explanation of the rules, clarity can certainly improve.

For example, I have many questions about the use of magic/cards: for instance, you say that only two classes of characters can use any magic, but then you explain that characters of all classes can use their special power card. Another thing is that I don't really see the point of using powers as a non-magical class since powers only affect cards, and cards are useless for non-magical users. Also, you say a character of level two can use a level two power two times in the same run, but how is that possible exactly since a run only has one card of each? (Sorry if you actually covered all this)

Also, another small suggestion is that maybe you should start the book with the actual mechanics (char gen, combat, navigation, magic), and only then start with the chapters about content generation, like, most of the game i'm gonna look at the playing rules, it would make sense that they appeared at the beginning of the book. In general, they should be more separated I think, if not two entirely different books, but that's just my opinion. I was very thrilled at first when I read about the use of cards and then you jumped straight into land generation.

Firstly, thanks for the feedback! Yes, I realised that I might have gotten a bit tunnel-visioned while compiling the ruleset. I plan to provide a "section 0" or "quickstart" chapter at the beginning, explaining the mechanics in a clear way. I guess that would clarify things. My inital intention when intorducing the mechanics slowly in each chapter was to follow a logical order (at least, logical to me :)) -- as a solo player, first you'd need a land, so first I provided the land generation rules, then you'd need a character to play, so next comes the character generation, etc, --this was the pedogogical approach to writing rules, but it seems like people want to just dive in.

Also, your second paragraph means that I wasn't also clear with the card use. I hoped to make die rolls and cards interchangable, so you'd be able to play a card as a non-magic user, instead of playing a card, or manipulating the play deck to make your power available once again, etc. Your character's power (as specified in the player card) can be used # number of times, # being your level. You don't need to use the card IF it is your character card, as you keep it out of the play deck during the game. This means that I'll have to clarify power/spell use. And I feel like I should not be wordy, and try to use as few words as possible, at least in the "section 0" as I described above.

Thanks again for your constructive criticism, much appreciated!