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Atethrie

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A member registered Oct 21, 2019 · View creator page →

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An interesting mindfulness game/narrative guide

A good read, I liked your diagrams and dungeon tool at the end :)

Looking forward to giving this a read :)

Had a delightful time reading through this. Good writing and thanks for making it :)

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I have a group inviting me to play this and from the read here I am wildly excited to give it a try :)

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?

Thank you so much! Hope it's engaging

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Thanks for the heads up :) Renamed files, AOA - demo v06.pdf is your single page pdf, AOA - 28p print booklet is the formatted one. Hope this helps!