I cannot advice you about compatible PDF readers on Mac right now, sorry :(
However I'd be really happy to have your feedbacks if you test the game with some OSX PDF readers!
You are using Sumatra on linux? Maybe try a more recent version then. You may have to compile it if no binaries nor packages are available though...
This table list PDF readers compatibility with the game:
Feel free to open an issue on the GitHub project with more details on the PDF readers you tried to open the game with.
I loved it!
Really fun, with right level of difficulty and quite original!
The last level was challenging but it was nice to never have to restart it. Good job really, very polished and interesting levels!
I really liked your game, but I have been stuck on level 3E for hours! To beat it I even tried to load the game in PuzzleScript+ editor and run the solver, but that did not work...
Congrats really, I enjoyed playing it very much.
Thank you for the heads-up!
Just a note : the link provided point to an image asset, while it should probably point to https://store.steampowered.com/app/1280750?snr=1_614_615_thebigadventureevent_16...
I really liked your game :)
I have just written a review of it on myblog : https://chezsoi.org/lucas/blog/ (in French)
I take the liberty to give you some feedback here.
I played with version 1.0, and I see that in v1.1 you've removed the mention of "Intel Report" that intrigued me :) However I don't see how you revised the Hide move, as mentioned in the release note ?
A couple of details on the rules clarity : at first we draw hexagons with sharp corners above & below, instead of on the sides, which makes the zone mapping instructions hard to follow ! I don't know if it's a detail worth mentioning. Also, it wasn't clear that the MC had to roll for RECON, so the first time the operator entered an adjacent zone the MC roled only SCAN & SIT REP, no RECON.
About difficulty balance & game strategies : the rule specifying that the Operator cannot HIDE again until all active threats in the zone are dealt with is nice, because it is "realistic", but it also increases the difficulty level and encourage the tactic to never enter zones with threats & just keep performing SNIPE & HIDE moves from adjacent, "cleared" zones. Also, BRAWL seems to be always better than DODGE as the target is taken out in case of 3-5 ! And finally, to me, advanced gear can be split between "very useful" (Autofire & Knockout Gas) & "not so useful", that should be kept to be dropped.
I may be missing a game strategy though, as I found the game quite hard to beat, even with those points in mind.
Finally, a few suggestions : on the agent tracker, a single checkbox for "used / dropped" could be enough and would make clearer that both cannot happen for advanced gear.
The SIT REP table is really nice, but I'd love it if there was a bit more details on threats to feed players imagination... Reading "Specialist" or "Commander" is less inspiring than a psychic with a gas mask or a ricochet genius colonel with a white mustache ;)
I think there would also be some space for another MC move dedicated to supporting the Operator. Maybe give the MC a choice after an area is cleared from inside, for example one of :
- provide some gear to the Operator
- identify the mission goal location (a single zone) or nature (NPC, item, sabotage...), knowing that both are needed
- get another tactical advantage (+2 forward ? +1 in next zone for a move ?)
That's it ! Thank you very much for writing this game & releasing it here !
We played it with a friend this morning and I really liked the artistic direction and the gameplay !
The alternating cycles, the combination of resource gathering and fighting mechanics, the interesting boss fights... Really fun ! Good job !
I think I'd just love some more storytelling around the characters...
Do you plan to greenlight it on Steam ?
I'm not a Discord user, but I'd like to be notified when the full game is out :)
Seems like a nice game but I couldn't go very far due to the lack of constrast: I sincerely cannot see the walls in such darkness. I don't know if it's a bug, a lack of luminosity control parameter to adapt to different screen lightness, or just a design choice I don't fully appreciate ;)
Nice looking game !
I just want to report that sadly I couldn't go very far due to a bug... The yellow lines do not work !
When I go forward and jump on them, I cannot "grab" them, even if the hand icon flashes quickly.
There is a screenshot :
I am using Windows 10 64bits with an AZERTY keyboard for which I switched the layout to QWERTY using the ALT+SHIFT Windows shortcut
I'm starting to publish those scenarios on my blog : https://chezsoi.org/lucas/blog/1ere-fournee-de-scenarios-pour-run-die-repeat.htm...
In a few weeks, I plan to release a PDF with all of them on itch.io
Awesome sound effects 😍
I loved the idea of the sleeping monster as an encounter !
I listened to half of the podcasts so far, and I noticed a few things that went differently compared to my own game sessions :
1. your players had much more liberty to invent the things surrounding them, while my players asked me question about the environment. Interesting, your style of play sounds also really great !
2. in my games, I tried to give an explict goal at the begining of each time, while in yours the players more often discover it progressively
3. for each death, I attempted to give an explanation & description of how it happened (sometimes gruesome ^^). This did not seem necessary to you, which maybe made the game even faster !
Thanks again for sharing those podcasts here !
I have been working on a dozen short scenarios for Run. Die. Repeat. in the pas weeks, and I have submitted some game sessions for 4 of them at this week-end online French CyberConvention, on Sunday afternoon : http://www.cyberconv1.com/
There are still some seats available at the (virtual table), but now registration must be done on Discord 🙂
I think after that I'll publish them online next week !