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Lost in the Dark's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #7 | 3.583 | 3.583 |
Use of Theme | #49 | 3.167 | 3.167 |
Overall | #60 | 2.958 | 2.958 |
Setting (or Location) | #71 | 2.667 | 2.667 |
Story (or Starting Scenario) | #82 | 2.417 | 2.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Ugh, eternal nights are so harsh! This is nice and simple.
It was a fun read. I love how you can either act, sense, speak or help. It really drives the atmosphere and creates tension. A 50% chance to succeed sounds brutal though, and the games doesn't seem to differentiate easy and hard actions.
I like it, but is not clear to me what you do with the matches.
Looks like you (hand them to the GM to) light a fire with them. Hmm. Doesn't really add into the game-play, does it? Like, is light an ITEM so that you get 2d6 when SENSEing?
So, the general idea was that everyone is fumbling around in the dark, so any information they have about the world is limited and possibly just straight-up wrong (hence the "It might be true" line in the SENSE entry).
Lighting a fire gives you a way to actually see your surroundings, but carries a tremendous risk since it also reveals your position. The matches were just there so that players have limited means of creating fire
SENSE isn't meant to require a roll, the GM just tells you something about the world that may or may not be true. Lighting a fire is a way bypass that uncertainty, but at a cost.
I hope that helps.