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Lion Kimbro

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A member registered Apr 16, 2021

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(1 edit)

This comment is for feedback -- beyond: "I love this game that you made!  Thank you for publishing it!"

F1. Survive 1 is Absolutely Lethal

It's so lethal, I had difficulty enjoying the two games that I played at Survive 1.  They were absolutely lethal, and died almost immediately.  I spent longer creating the character than I did playing the game.  It seems like the only possible way of banking the shot, is to get a bug out bag early on, and then get to 15 grit so that you can raise your Survive to 2, (which: wow, even playing at Survive 2, ...) or getting an antiquated toolkit, so that you can survive maybe one more encounter, ...

In my last game I played, I started with the following sentence: "Roll 3d6, and assign each d6 to Fight, Persuade, or Survive, recording the value."  That made the game way more fun for me.  I also rolled Mission Generation & Home before assigning d6's, so that I could make a character that felt more appropriate to the background.

F2. Reusing the Hex Map is Cool

I found that if I reused the same hex map for the multiple games, it created a greater sense of immersion and ecology.  Each of the x6 home locations is on there.  Interesting but more tricky is placing the x6 different Mission Generation locations on there -- the Settlement, the Monument, the Ruin, the Works, the Rich, and the Anomaly.  The problem only arises with the Winnebago, depending on how it works.

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Second round of questions!

Q4. Revisiting Terrain & Points of Interest

If you revisit terrain or a point of interest, do you ignore everything about it, and just draw an Encounter on a 5+?  Put another way -- does the Oasis terrain lose its Luck-healing effect, or does the Wasteland terrain lose it's 3+ encounter roll, or does the Irradiated zone terrain lose its survival check and 4+ encounter roll?  Can you revisit a collapsed factory complex, or a walled town?

Q5. Resting
My copy of the PDF says, "You may instead spend a turn resting in the current space to 2 Luck dice and spend Grit as follows: ..."
I think that must be a mistype -- did you mean to say "You may instead spend a turn resting in the current space to restore 2 Luck dice..." ..?

Q6. The Winnebago
Home #5 is the armored Winnebago, and it reads, "If you spend a turn here you may move it to another space.  Encounters check 5+."  Does that mean any other space?  Any previously explored space?  Any adjacent space?  Where can the Winnebago be taken?

Thank you for the answers!  It dramatically changed my play with the game, and it's a lot more fun with these answers.  I've played x7 more games since receiving your answers, and have a bunch more questions, which I'm going to ask in another top-level set of questions.  Again, thank you very much!

There's a lot I don't understand.

Q1. Getting Things Done
If my luck is 10, do I roll dice one at a time (up to a max of 10,) or do I roll all 10 dice at the same time, and count the successes, and remove the failures?

Q2. Adding Dice to Rolls
When you use a bow, it says, "gain +3 dice to a single Fight roll."
Does that mean that rather than rolling that x1 luck die for that one checkbox, I roll x4?  Do I succeed if any of them are equal or below Fight?  Does the bow break if any of the dice are a 6?

Q3. Mark Then Discard
My guess is that this means, "If you drew a 4 of Hearts for Growth, ... add one Grit, and then tear up the card."  Or does it mean that all of the +1 Grit benefits (Hearts 2-10) go away, permanently?  What does the "mark" mean, exactly?