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(2 edits) (+1)

Hey, appreciate the feedback! And great catches. I'm currently working with some folks on a second version of the game at the moment, and I'll definitely include clarification in these areas. What you picked up on is primarily stuff that was changed between drafts and never readdressed. For now, here are some thoughts:

  • Stats primarily exist in the current version for the purposes of more immersive roleplay, in helping the group or the Game Warden determine effects of Attack and Chaos Cards, as well as effectiveness of player actions. In retrospect, it makes sense to include a D6 roll for Strength/Insight/etc. Check. when performing relevant actions. TBH they were more important in an earlier, crunchier draft. For reference, here is some of that section from the previous draft if you want to incorporate:
    • All characters are ranked between 1 and 5 in the categories of Courage, Insight, and Strength. A lower rank means that the character is less skilled in this area, while a higher rank means that this character is more skilled in this area. Stats are primarily used in situations where a Game Warden wants a player to check their character’s ability in a given area to determine if they succeed or fail at their action.
    • To make a stat check, the player will roll a D6 and compare the result to their relevant stat. If the result of the roll is equal or lower, the player succeeds. If the result of the roll is higher, the player fails. Rolling a 1 is always a critical success, with the character performing the action with ease, achieving the most desirable version of their intended action. Rolling a 6 is always a critical failure, with the character facing negative consequences to their actions such as injury or placing the character in a disadvantageous position for the next turn.
    • For example, if a player with a ranking of 2 in Insight wants to understand whether their character perceives any danger when entering a new building, they would perform an Insight Check. When they roll a D6 they get a 3. Because this is higher than their Insight rank, they fail the action and do not perceive danger even if it is present. Had the player rolled a 2 or a 1, they would have perceived any danger present.
    • Courage: Courage reflects a character's resolve, bravery, and ability to face danger or fear. It's not just about recklessness; it's about the capacity to confront challenging or perilous situations with composure and determination. Characters with high Courage are often seen taking the lead in risky scenarios, making tough decisions under pressure, or standing their ground against overwhelming odds.
    • Insight: Insight encompasses a character's intelligence, awareness, and observational skills. It involves the ability to analyze situations, understand complex systems, and deduce information from subtle clues. Characters with high Insight are adept at problem-solving, strategizing, and foreseeing potential outcomes. They excel in gathering and interpreting data, understanding dinosaur behavior, and navigating the park's technological systems.
    • Strength: Strength is a measure of a character's physical prowess, endurance, and ability to perform demanding physical tasks. It's not just about brute force; it's also about stamina and the capacity to handle physically challenging situations. Characters with high Strength can perform feats like lifting heavy objects, enduring physical strain, and engaging in hand-to-hand combat or other physically demanding activities.
  • "Dinosaurs on the Brain" and "Animal Handling" are indeed the same at the moment, due to a last minute change to how the Dinosaur Detectives item works. For the purposes of play at the moment, you can combine the two into just "Dinosaurs on the Brain."
  • When a dice icon is halved, the resulting dice roll should be rounded up. This makes it a 1/3 chance of finding an item rather than a 1/6 chance.
  • For weapons and health, this was another victim of the crunch-cutting of the stats, as well as changing the information present on the weapons cards. A D6 should be rolled when attacking, with 1-2 being ineffective, 3-4 being low damage (likely 1 damage, at the discretion of the GW), and 5-6 being direct hit (likely 2 damage, at the discretion of the GW). For a natural 6 on a grenade launcher, the GW may determine that it is a fatal hit, or a natural 6 on a pocket knife against a brachiosaurus may result in the loss of 1 health.

Excited to hear the results of your test, would love any and all feedback on areas of improvement.