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BambiGator

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A member registered Apr 02, 2025

Recent community posts

NUKED

What a blast of a quick game. I want MOOOORE! The chase sequence was perfectly tense!

aaaaand check gas when arriving in the airlock ;)

Thanks Chariot!

My oh my, Chariot, once again it all came down to a failed spacewalk! I was really getting somewhere this time too! 2 Egress Kit Q's 

1, Assuming I have not yet flipped a third black card while spacewalking, it looks like the egress kit can poof me back into my airlock (at the cost of dropping all of my LOAD). I assume this can be from anywhere spacewalking (drawing line rules N/A). Is this correct, or am I way off base?


2. Is the "make a hole and get away clean," clause allowing you to move from the current module (away from a threat) and into an adjacent one? What is the in-depth version of that section.

Thank you kindly, Chariot!

~Bamb

Fibreoptix recently asked this one, but I reworded it:

1. If your resource slots are full and you find another, let's say GRIT, and I add it to my load, could I use it first before ones in my GRIT track when needed (or use the GRIT in the track and immediately reload it with the extra, basically the same thing)? Or do i have to go to the Airlock to unpack it from my Load slot to use it later?

2. If I have a spare resource in my load, and I take off from the bird (and my spares banks are full), can I simply keep holding onto it between rounds and onto the next bird? Obviously I understand I'd be short 1 on load for the time being. In this example it's a GAS and it's after the one time I passed all checks and didn't need it, but I know it'll be needed down the road 


Thanks as always Chariot!


~Bamb

(2 edits)

Barrier questions for you Chariot, and I do hope you can oblige. 

1. Had a couple times where I was able to pass through a barrier with mixed success (now impassable), but then ran into another right after it and rolled the failure and now cannot go back to the previous module due to it being impassable. Assuming I opted not to use a GRIT or had none left, now what? Just stuck between them and die squished?

2. Just had the Oracle B king of clubs which prompted an impromptu spacewalk. Passed it with a 6 thank Chariot, BUT landed on ANOTHER BARRIER! If I fail the roll, and have to go back to the non-existent module, will I just need to spacewalk again, or just dead in space? If so, can I SW to any valid module from there?


Thank you as always!

(1 edit)

Understood . Some upgrades increase upkeep. INVESTMENTS will decrease it. Solid copy. Thanks!

Thank you for the lightning fast response!

Whoa, okay, the added upkeep is a one off? So if my upkeep increases due to the airlock (and let's say goes from 2 to 3) I resolve that once upon return and it goes back to 2? (Or is your mention of upgrades the only way to decrease it?)

Howdy Chariot and all. Love the game, but got a few Q's to make sure I'm keepin' honest as I navigate these birds:

1. "Navigating" is specific to moving from module to module only (gas check), and NOT anything to do with actions within the module as a result of the card, correct? Got the 3 of Spades from Oracle A and states, "1-3: If you do not have any GLOW remaining, roll 2d6 and take the lower when navigating modules." 

2. In the airlock (P. 27), one of the bullet points states, "One of the nothin'-parts in your airlock burns out. It'll take a Cred to fix it (Raise your upkeep by +1)." IF I have a spare cred on me that I did not spend, is that the option instead of raising upkeep, or is it simply raising the upkeep regardless? Or shoot, is it both and you can only choose if you have a cred to spend? I figure it would have said OR if that were the case, but don't know so here I am askin'. Sorry, overthinking.

3. Does spending your last GRIT on your person still trigger a threat if there is more GRIT in your spares bank? (I assume so, but who knows).

Thank you!