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GilgameshCro

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A member registered Mar 30, 2023 · View creator page →

Creator of

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Thanks! To reply to your feedback, that's the ship, yes, and that's me being an amateur artist. The NPC art is actually made by my friend, and he did a great job! As for the masks, the idea is that the NPCs are both used to this parallel dimension and they have masks, while players only have masks. 

In general, the idea was for the ship to be labyrinthine, that's correct, and to be a hectic escape from this ship full of mysteries. And more combat-heavy than the scenarios I usually run myself. Additionally, there is no map on board other than the first public section of the ship. The other parts are intentionally mysterious to confuse intruders, but they might be able to extract information from a captured NPC to roughly guide them. That's why they have better rolls if they do that. They can always backtrack through the rooms they discovered since that part of the map is fixed once they discovered it.

But I agree, it's too complex for this format, and is something that can be expanded further into a bigger adventure.  Thanks again!

Thank you for the feedback!

Thank you for the detailed write-up, and yeah, you are on point with most of the things. Definitely too big of a scope for a project like this. But I got that inspiration and just wanted to try to fit the whole thing. As a result, some of the things have not been clarified as well as they could have. Once the jam is complete, I will go through the module and rewrite things, fix inconsistencies, and correct some of the mistakes you and others pointed out. For example, the idea behind the 0 rooms is that they are always accessible after you roll a few times, but I might have accidentally deleted that sentence while editing. So that's a big mistake. But this was my first time trying my hand at this and some mistakes were bound to happen. In any case, it was amazing, super fun to do, and I hope to do more in the future. Thanks for the feedback again.

Thank you very much for the feedback. I 100% agree with your remarks. After the jam is completed, I will definitely try to take a bit more time to improve the tri-fold and perhaps consider the multi-page adventure. As I started working on this, my ideas kept expanding, and I wanted to fit them all in to make the story and worldbuilding more coherent, but that definitely hurt the layout and utility. I would say it takes quite a lot of time for the GM to prep this. So perhaps it could be a multi-page adventure one day!

Thank you for the feedback. I agree with everything you said. It is a bit too dense, especially when I look at other people's submissions. They are all really clean and easily scannable. Mine is a little bit too much. This is the first time I designed one of these and working with such a format was interesting, but I need more practice to make sure I can adjust the scope of my ideas for the required task. As for the art, you are right. I'm not really a skilled artist. I did a few board game prototypes and things like that, but I always relied on people helping me with art or just grabbing stock images. But I decided to use this jam as an opportunity to try to expand as an artist and try to do some of it on my own. And I know it is a bit amateurish, compared to what I feel more comfortable with, such as charts, rules, and things like that. Thanks again for the feedback.

Thanks for the feedback. And yes, thanks for catching that. I used the header just as a placeholder when I initially started the design and forgot to swap it. Thanks again. Not sure if I can make the change right now that the voting has started. In general, I agree with all of your comments. I wish I had a bit more time to flesh things out, and I will definitely do that after the jam is over. Thanks again!

Thanks for playing and for the review. I completely forgot to check my account here and missed your comment. 

As for your questions, yes, the one who first reveals their die starts the countdown.
During the gun combat phase, guns fire in order of Gun Value. For example, in a battle between a ship with gun 9 and gun 4 against a ship with gun value 7, the first ship fires the gun 9, then the ship with gun 7 fires, and finally the first ship fires again with his gun 4. So a gun can be destroyed before it fires, while missile combat is simultaneous. 
In the EW phase rules, you will see that range can never be lower than 1, so you can always fire on adjacent ships.
Yes, edge hexes are all hexes that are not fully on the map.

Available on TTS!

https://steamcommunity.com/sharedfiles/filedetails/?id=2955228694

I added the png files since the parts of the pdf are a bit blurred.