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Escape From Station 52

Escape alone from a space station overrun with anomalies · By Emanoel Melo

End Game Scoring (untested)

A topic by Emanoel Melo created Jan 27, 2021 Views: 178 Replies: 6
Viewing posts 1 to 6
Developer

Hi, everyone! I have this idea to share with you, prompted by @HyveMynd's threads about the game on Twitter. Feel welcome to try, but keep in mind this have to been tested yet!

EFS52 End Game Scoring v0.1

When you escape Station 52, you scoring tells how well you did. Calculate your score:

  The total Vitality left
+ Total Power of equipped Healing and Weapons
+ 2 points for each equipped Gear that are not Essential or the Backpack
+ 1 point for each Healing, Weapon and Gear cards left in the deck
- Number of Threat cards left in the deck
- the Power of the highest Threat in the Deck.

That's it, let me know how it goes!

(+1)

Ooh. Interesting. I'll try this out at lunch today and let you know how it goes.

OK, I managed to win one of the two games I played during lunch today. I got to the Escape Pod with 10 Vitality remaining but only the 3 Essential Gear cards equipped. (10 points) There was 1 Healing and 1 Weapon card left in the deck (+2 points), but fourteen Threats (-14 points) and the Amalgam (-15 points) left as well. So my final total was...

...negative seventeen points (-17 points). Ouch.

I did have a two questions about scoring.

1) The last corridor I encountered had 2 Threats, the Escape Pod, and the Basic Medkit. I faced the Threats and left the Basic Medkit for last to fulfill the conditions of the Escape Pod. But that meant I had 1 Healing card left on the table at the end of the game. Should that card have been put on the bottom of the deck before I scored my game?

2) The +2 points for each non-Essential, non-Backpack Gear card equipped part seems odd. As you need all three pieces of Essential Gear and the Backpack to win, that only leaves one empty Inventory slot. So you will only ever at most have one other Gear card equipped. I don't know if this part is needed, as filling that last Inventory space with a Healing card already gets you some additional points.

Developer

As a mentioned over Twitter:

1) The Escape Pod is always the Last card, and since it is an Objective card, it doesn't go back to the deck if you can fullfil the win condition.

2) Indeed. This is here in case one doen't fing any Healing and end up with a Gear. It would be frustrating to not get any points for that, even though the Gear is useful. Maybe 5pts per Gear would make that trade more interesting.

PS: Let's try not subtract the total number of Threat cards, only the highest Threat power. By my experience, it's usually 7-10, that should be enough.

(+1)

1) Gotcha. As you mentioned on Twitter, I think making Objectives their own kind of card – one that is always placed last in the corridor – would make that rule clearer. And would also allow you to introduce new Objectives for variant games or "expansion packs", as you said.

2) I think a rule like "+5 points for each non-Essential, non-Backpack Gear equipped" sounds good.

3) I'll play again at lunch today using the new rules (+5 points for gear, and only subtracting number of remaining Threat cards).

(1 edit)

I got in three more games at lunch today, but only managed to win one of them. (Damn it sucks when you're carrying all three Essential Gear cards only to have three high value Threats lined up in front of the Escape Pod. D: )

In the game I won, my final score was negative 4.

I ended the game with 3 Vitality, an Energy Bar (+3 points), 1 Healing card left in the deck (+1 point) but eleven Threats left as well (-11 points). 

Again, I think I tend to SNEAK more often than anticipated.

OH! Something else that occured to me after this last game regarding Objectives: It might be better to have Objectives resolve whenever the player choses (like Weapons, Gear, Threat, and Healing cards), rather than requiring them to be left for Last. 

Why? That would allow the player to resolve the Objective before resolving beneficial cards, possibly allowing them to get a few more points when scoring.

For example: Imagine the last corridor is three Healing cards and the Escape Pod (I've had this happen). If the Escape Pod card must be resolved last, I either have to equip or discard those Healing cards. While I may be able to use one (raising my Vitality for more points), most of them will have to be discarded, earning me no points when I score the game.

But if you allow players to resolve Objectives whenever they chose, I could resolve the Escape Pod first. Which I believe would end the game before I have to resolve and discard those Healing cards, getting me more points.

Finally managed to win another game tonight. I made it to the Escape Pod with:

  • 8 Vitality (+8 points);
  • Plasma Rifle, Hunting Knife, and Complete Medkit equipped (+18 points);
  • 2 Weapon and 1 Healing cards left in the deck (+3 points); but
  • Amalgam left in the deck (-15 points).

So my final score was fourteen (14) points.

At last! A game that didn't end with a negative score.