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casacerrada

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A member registered Apr 13, 2024 · View creator page →

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Joining for the third batch of 100 titles.

Are you regretting this or still pumped?

Thanks for reading

I actually had the lazy dude in there, but the picture has a bit of the original background color and I just didn't have time to properly clean it. Out of all the sacrifices to meet the dead line I feel it's the lesser one, but it's such a fun image that I had to at least use it as cover art.

I'm glad you liked the time aspect, the original idea was a take on depth crawls. I'm a bit worried you found the location font harder to read because I was thinking of making that the main one to save space and add stuff. I'll have to put the time to learn the delicate art of readablity.

Some of what you brought up is high in my to do list for the proper 1.0 version, I feel sorry for making people go though my rushed ESL mess. Now that we're almost done and no one will read this I feel okay exposing that I worried that if I fixed stuff I'd have to run it again through TKN and then not meet the deadline. No clue why I though it worked that way.

I have a couple more vintage radish pictures, including one where root vegetables are being dropped like bombs in a WW2 metaphor about productivity winning the war or something. I might find a way to use it, maybe I won't so I had to share that air dropping cover crops is apparently something people think about. Vintage art is always fascinating.

I'm liking the time mechanic, is something I've though about but couldn't see a way to make functional. I feel your aproach puts a ton of pressure on the warden, which is valid but makes me wonder if I could manage the irl stress.

I'm having some issues connecting the mining results with the exploration. Is drilling in the maze or the amphitheatre gonna give the same results? How are they carrying all this? Is it not affecting their traversal? 

You already have an interesting mechanic so it feels wrong to ask for more, but it's something stopping me from wanting to run this right now.

That's a huge catch! The Rover stats were the last thing I added and I never got to checking them, I'm also pretty sure it won't last long enough but I never did the math.

I was going for a moral dilemma, still solvable with creativity like dismantling the interior or tying a plant as a cart or riding on top. The survivors being an opposing force didn't come to me but that's also a potential angle if the players show no care for them.

Totally something to fix for the post-jam version.

I felt I was extremely low on setting descriptions, adding the descriptions into other places like location names is a good one, I'm gonna use that. I consideredmaking it more of a point crawl than a depth crawl, and the end result is probably a weird middle point; I'll try to take all the input to fix it once voting is over so thanks for taking the time.

I really loved the melancholic tone of it all, very evocative, as I read I could imagine some great scenes targeted at different types of players. The art and design work really well with the story without sacrificing simplicity of use.

I'm also very partial to adventures where players can take their time and deal with small constant issues until they have to make a big escape. I'm 100% gonna run this.

I've been looking for racing on the Panic Engine for a long time. Your initial premise and opposing force are great, really plug and play, but if you ever expand on this I'd like to see more indepth driving mechanics. Just because if it's gonna be a main focus I know my players would like a bit more granularity and variety.

For example, the included map would have 20 checks per racer each lap. All of those int. The only variation being speed checks when you fail. If 4 players want to race that'd be a minimum of 80 int checks, up to 160 with speed, plus body saves once possesed. And I know that if I offer a race most will want to race. I think I'm fast and dynamic, but I feel I'd lose them with this.

It'd be a different story if they had strength checks on long curves, combat checks to hit the car in front, fear saves when the car in front loses control flies back, and so on. Making the race a full system experience with options and choices.

That doesn't change that I loved your work and I am gonna run it. It's just that if you come back to this I can see a ton of space to expand it and I'd like to see how you do that.

I loved the psychedelic VR-game forced nightmare, making it a shared hallucination balanced by majority makes room for a lot of unique scenarios and interactions. It could even have ramifications for future adventures with possitive and negative side effects, and I love when returning characters have been changed in unique ways.

On the other hand, thinking about a chain of one shots, I'm not a fan of the mind wipe intro. It makes it hard to insert mid way and it puts too much pressure either on the player to do something on the spot or the warden to give them motivations that would clash with the mission right near the end, with no time to let the players do something cool with or about it.

Considering how the animal civil war also doesn't shine as much as it could, it's barely a backdrop, I think that maybe you have two very strong modules here. One about being a mind wiped infiltration team and one about crossing alive the psychedelic war trenches, both beautiful things I'd like to run but kinda weaker when mixed together.

Beautiful stuff, the inside feels like the UI of a videogame I'd jump to try out. 

I wasn't entirely sure how the movement process worked. If it takes 6 hours to go from one stage to the next and the tanks last 12 hours you need to solve each tier in order, which goes a  it against the freedom that water invokes. But maybe I missunderstood.

If you ever come back to this, please consider adding a Theta-2  intoxication progression because I'm sure players will try to eat the fish no matter how contaminated or agressive the warden makes them look.

As a fan of horror comedies I loved this thing. The only reason I'm not running this asap is that I want the players to be to ones asking for a vacation.

I love how concise and on point every part is. The premise on the front and back could be enough to run something fun, the random visitor table contains so many great gags, and I could see a few hours of fun  traversing that map. All around great module.

The one thing I'd like if you ever come back to this is maybe a different way to diferentiate pre/post work events, I can barely distinguish when it's italics, and a print friendly version (unless you're aiming to sell your own prints, obviously)

Thanks for the feedback. I wanted to give it a pass over and polish/rebuild it, so both technical issues and vibe checks are super helpful.

Locations are fixed because there are no indicators of what they'll find, so if it's random I though it could have an arc. Going from things that aren't a rush when they feel like they have time, things that are suspiciusly helpful and might be an investment of time when it's going bad, and the moral quandry when they're all out of time... but maybe it's more fun to have visual indicators?

Thanks! If you try it out let me know how it goes.

I wanted to make the ending big but also not vital to enjoy the event so wardens don't feel the need to let the players win. I feel it ended up a bit Are You Afraid of the Dark, but if people like it that's great.

I feel you have to aim to silly with this. Which can be fun.

Great! Finally an excuse to make my competitive harem romance game!

I feel that technically they are interactive fiction, but I also feel that interactive fiction refers to something else.

I really want to run old one shots with this, something like Journey to the Rock. It's like a Paranoia add on.