Cover art drew me in, that’s so sick. Gameplay is tough, Enemies need more character to their movement and shooting patterns. It all just comes at you at once right now and makes traditional bullet hell strategies of calculated movement difficult. I also selected upgrades by accident, meaning to shoot, a couple times. The design and UI look really good though.
Sustrato
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This is a nifty little game. I liked the interconnected pieces of rolls, dice, and the Fae Patrons. It’s clear and easy to read. Looks very fun! Interesting how your entry and Potion Panic approached a pretty similar idea, call it “AP Potions”. Nice work!
This is a great piece of work! You made the most of the secondary themes and proved how they can prompt completely original ideas. It has a strong “Twilight Zone” vibe. If this was extended with, for example, actual audio recordings of the logs, maybe a couple environmental puzzles, it would be worth a premium release. I’d also love to see a log that hinted at a possible, genuine solution to the “unintended growth” introduced to the player’s universe. I’ll say it again, great work!
Fun game! The missile jets surprised me and took out a shield, a turret, and me with their first missile.
There was definitely a strategic element to utilizing the tools at your disposal which I appreciate. Staying mindful of balancing upgrades and buying units was interesting, as well.
I definitely had fun playing this! I think a greater sense of either story/setting advancement or tactical options would add a lot of replayability, but it’s definitely enjoyable as is.
This is awesome! Movement feels great. It took me a little while to get used to the bike’s response - which is quite fast - but once I did it felt great, except for the bike rotating from one fixed point (i.e. like a unicycle, not a bicycle). Love the variety of moves you could pull off.
Falling off the tutorial level, and trying desperately to save it by bouncing back and forth between buildings, was almost as much fun as actually pulling it off - the hallmark of really buttery-smooth control schemes and sandboxes. 10/10
Super slick and stylish entry. Very well put-together, although the layout is not optimized for printing.
Bold presentation, lots of user-friendly layout choices (e.g. the Pilot Traits table being right there when you first read about it in character creation). The fonts, design, and narrative all gel together very cohesively. The narrative (and it’s two endings) is compact and rich.
Would have preferred good and bad traits being two tables, each pilot having one of each.
The dice notation is explained, but it’s not clear to me what the X(Y) notation is. Am I missing something?
All in all, great work!
Cute and easy to read TTRPG!
The rules cover a mechanism for advancing the narrative, taking actions, and the essential outcomes (progress, damage, death, etc).
The main content is the mechs, flora and fauna to encounter, and some Odin Corp landmarks.
The layout is clean and straightforward. Some unconventional decisions such as zero-margin layouts, lack of an inside cover, TOC, etc. mark this as a “web edition” not ready for print.
There are essentially 11 pages of rules, and 11 pages of content. So, the production is very balanced. In that sense, it seems best suited for a one-shot with minimal preparatory work done beforehand by the Manager. It’s not simple enough to run as a pick-up-and-play or GM-less game, and longer campaigns would require the Manager to create a lot of content.
The module-mech connection needs improvement. Some modules give numeric bonuses, others can only be used for relevant action rolls. Consistency here (all-narrative, or all-mechanical, preferably both) would improve the balance. Core modules available to all mechs shouldn’t be needlessly duplicated, and an advancement or tech tree would be really welcome to create progression.
The “narrative track” is a solid mechanic but needs some kind of twist.
Overall - well presented, excellently illustrated. Very clean and coherent package. Working purely with the content presented, a fun story about plucky Mecher bushwackers delivering cargo on the final frontier could be charted. Nice work!
This is really great work… love how many interactions you added.
A block or dodge, or even the ability to meditate in a safe place and slowly heal, or a presave, would make the combat easier to get through… the enemies have a good amount of health, and very large hitboxes on some of their attacks.
The floating eye onis are fairly easy to get once you realize how slow they move, but their auto-damage without an attack animation is frustrating.
I really appreciate how the tutorial level was designed - quick, clean, but with dynamic reveals - but I couldn’t find the path through level 2 after a couple of tries where I kept not finding keys and dying to the big guys…
The art style, music, and overall production on this is really impressive!




