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A jam submission

Steel Angel Eschaton Playtest MechJam V VersionView project page

Submitted by AllyBrinken — 33 minutes, 47 seconds before the deadline
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Steel Angel Eschaton Playtest MechJam V Version's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#742.4602.750
Overall#772.6833.000
Originality#782.9073.250
Audio#931.7892.000
Visuals#1091.3421.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your game a video game or a physical game?
Physical Game

Was your game made solo or in a team?
Solo

Did you use any third party assets, if yes what assets did you use?
No third party assets

Did you choose from one (or more) of the optional secondary themes?
Contains elements of Weird Fiction

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

(+1)

This is a really ambitious game. The cooperative storytelling aspect requires all players, and none, to simultaneously act-in as the GM. The story revolves around The Team and The Commander, the former doing the latter’s dirty work. Who, where from, what is the Commander? These are the kinds of questions this game will have your table asking, between missions where you fight aliens and save humanity.

For this concept to be easily realized at the tabletop, I see two prerequisite developments -

  1. A conflict-resolution mechanism for players to mutually control the Commander. Perhaps each player represents a faction who has a stake in the Commander’s choices - e.g. his family, the civilian government, the alien parasite slowly growing in his brain, perhaps? At present, it’s not clear what motivation the players have to pull the Commander in opposite directions, nor what internal glue is keeping him together.
  2. The creation of some kind of artifact. This is just my opinion, but I find that cooperative storytelling games work best when you create something tangible together - be it a map, journal, etc. It doesn’t even have to be permanent. But creating something together, beyond just words, helps moderate and cement the activity.

All in all, an interesting concept that is well on its way to being a complete game.

Developer

Thank you so much for the feedback! I'm really excited to continue development on this project.

1. I have a few things in mind for the commander that make the role a bit more complex. Factions were in the original draft, but had to be left on the cutting room floor as were mechanics around clocks and advancing meta-level agendas.

2. I love this suggestion so much! I'll try to find things to incorporate.

Thank you so much for reading!

Submitted(+1)

Honestly, a lot of others here cover what I'd like to say. Making it a cooperative storytelling game is something that never would have occurred to me. I do find interesting that managing the accumulation of stress was something that came across here- it was something that we managed to finish in time and had to cut out for our release. I think the Commander is the most interesting role to play just because of how different it can become based on the player. I could imagine an entire solo game based around playing the Commander.

Submitted(+1)

I think this is a great start - and a good place to start playtesting. Something that I think might be interesting is to include a way for cumulative Stress/Trauma to influence the difficulty of later actions. This could be along the lines of "adversarial dice" that get included, or even changing the number of successes needed per objective in a complex roll. 

Developer

I really appreciate this suggestion!  I had to think for a bit about how to incorporate trauma and ultimately decided not to delve into it too deeply for the playtest. It's downright hard to create game mechanics around mental health and has to be done extremely carefully. I intend to expand more on this in the final version where I have the time to address it thoughtfully. 

What you will likely see is an effect on downtime and out of mission actions to create the dichotomy that harm affects your ability to fight, and trauma affects your ability to function or be comfortable outside of fighting.

Submitted(+1)

I love the idea of each player just taking a chunk of the cast and working together to make a story, I used a similar mechanic this jam. I have only a passing familiarity with Evangelion and your other influences but I could still recognize some of the tropes. With a little polish, this could definitely appeal to fans of those titles, congratulations on finishing this version!

Developer(+1)

Thank you so much! I am really happy I managed to finish this and am looking forward to continuing development after the end of the voting period.

Submitted(+1)

There’s some great stuff in here – I love the Handler/Commander being player roles rather than NPCs. Your system of Pilots going off-mission, Handlers aborting, and Commanders revealing secret objectives is fascinating (I forgot how much mistrustful and secretive adult-kid dynamics drove Evangelion’s character drama)!

Would love to one day see a version with less text-heavy layout or with your examples laid out in a template mission. You might like SAD TEEN MECHA PILOTS as another directly Evangelion-inspired ttrpg!

Developer

Thank you! A major design principle I started from was that there shouldn't be complete NPCs. Even the extras are player created and should stand alone as characters. I intend to include tables to help players generate personalities, goals, etc. when I put together the final version.

I'm really looking forward to expanding things and working on the final version once the jam voting period closes. Thank you so much for reading it!