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[Feedback Request] Unhallowed - A Grimdark TTRPG Playtest

A topic by Meandering Man Games created 62 days ago Views: 199 Replies: 4
Viewing posts 1 to 3

Hello Itch.io community,

My friend and I have released the playtest for our TTRPG, Unhallowed, and we’re looking for some feedback from fellow designers and players to help us refine the game!

About Unhallowed:

Unhallowed is a grimdark tabletop RPG set in an alternate history where vampires reign, and the world is plunged into eternal twilight. Players take on the role of Priars, a secretive group sworn to fight back against the supernatural forces that now dominate humanity. There’s no magic in this world, only raw survival, harsh combat, and the horrors of a world corrupted by darkness.

What We’re Looking For Feedback On:

  • Core Mechanics: Our system uses a unique 2d20 approach where one die represents the player’s skill and the other reflects the challenge difficulty. We’d love your thoughts on how this feels during gameplay, especially in combat and skill checks.
  • Combat and Pacing: Combat in Unhallowed is meant to be brutal and fast, but we want to ensure it stays fun and tactical. We’re looking for feedback on balance and pacing during encounters.
  • Survival Mechanics: How do the non-combat survival elements (resource management, environmental hazards, etc.) affect the overall game experience?
  • Overall Theme and Setting: Does the gothic, dark atmosphere come through in the game? Is there anything that feels off or could be expanded upon to enhance immersion?

Link to the Project:

https://meandering-man-games.itch.io/unhallowed-alpha

We’d really appreciate any feedback you can offer. Whether it's suggestions for improving mechanics or thoughts on the theme, your input will help us take Unhallowed to the next level!

Thanks in advance for your time and for helping us make this game better!

(+1)

Hey! Super cool to see a TT game here! Have you considered hosting games yourself online & inviting an open table of people to play? Might be a wicked way to get feedback straight away :D

(+1)

Thank you! Yes, we do have a discord and host games for playtesting there. We currently are running a short storyline that may end up as an adventure in the book down the road. We will be periodically having other oneshots for testing if we get other folks interested and active on our discord server.  If you would like to try it out please stop on by!

(+1)

 I have not played the game. I am a hobbyist game designer not a professional.  I have read the book. It was easy to understand.

 Right off the bat the two D20 system this game uses makes it sound really swingy and hard for the GM to adjust the difficulty of actions. How do I make persuading a vampire to not attack significantly harder than kicking down a door? Don't say roll twice that makes the GM sound like they are cheating.

 I could be missing something, but mechanically Human and Dhampir sound more fun to play than Revenants. From the way they are presented mechanicallyRevenants sound less customizable. Maybe you could give them a list of optional ghost powers and let players pick one. If Revenants could lose one hit box to breath fire they would be distinct from the other classes, mechanically interesting and cool. If you said "do you want to play a game where you are a fire breathing zombie who fights vampires" I would say "Hell yes!".

 One complaint I have, I think you can see this coming, the game is just a bit boring. Everything works exactly as you would expect. You are fighting vampires with guns and swords. As someone who plays Mousritter, I don't find that prospect very exciting. This game feels very general. Like you have not nailed down enough specifics.

 I know crafting systems are hard. (I have made one.) I don't like the crafting system. It stuck out as the least well made thing in the book. It is an old chair you have been meaning to throw out, but if you do you will need to get a new chair, and people barely use it anyway, it is fine. Replacing it is a hassle so you just use the old chair. I completely understand. If crafting is not going to be a BIG part of the game don't mess with the crafting system. It is fine. I am just saying if I did play this game I would not use it to make more than steaks.

 Again I have not played the game. I think action order should be ranged, support, melee. I am sure you have your reasons. Having support last seems like it would always put support on the back foot. I could use a support ability to help you, but it it will happen after your attack and be less useful, so I am just going to attack. I feel supports would be useful the first round or two, but as combat progresses attacking would be a better option, so supports can only be supports half the time. I could be wrong. You didn't give any examples of how supports act in combat. I know this is an alpha so I am trying to not be mean, but this is an alpha I have be mean. I would not play a support in this game. Acting after melee cuts the supports off at the knees.

 I have a bit of advice, it may be bad, but it may be helpful. In my game my players have something called an epic moment token. They can use it to pass (almost) any check without rolling. There is a drawback to using it. This allows my friends to point a a thing and say this is important to me. If they use the epic moment token to help an NPC I know they like that NPC. If they use it to bypass a puzzle they probably were not having fun and now we can move on. If it has a suitable drawback It does live up to its name.

 I like the way skills are advanced. I like how each sense has its own skill. I like how you are trying something new.

 Over all the game sounds fine. It seems to be well thought out and presented well. I think it is missing a bit of kick. The special spice that makes it more than just a good game. I know I have said this more than once. I have not played this game. The reason why is I have no desire to play this game. I am sorry.

 I hope this is helpful. More than anything this game needs more polish. It needs more examples. it needs to number the pages correctly. It will be great one day.

Thank you for taking the time to share your feedback. We appreciate your time and feedback and will be looking into addressing the points you raised as we continue to refine the game. Please be sure to check back later to see your feedback in action!