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A jam submission

Explorers from a dead worldView project page

Entry for the Micro-rpg game jam
Submitted by fushio — 11 hours, 6 minutes before the deadline
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Explorers from a dead world's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#433.0003.000
Story (or Starting Scenario)#513.0913.091
Setting (or Location)#612.8182.818
Overall#642.9322.932
Use of Theme#682.8182.818

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

I too, like the idea of irresponsible time hoppers, wrecking space-time wherever (or whenever) they go.

Do the player roll the D10 again to determine if the temporal consequences occur (since it's 50% chance)? And how are the consequences different to complications?

Developer

Its not temporal, its temporary. I accidentally used the spanish word instead of the english word, what also happens to have a totally unrelated meaning for english readers. 

Temporary consequences are something that makes thing harder for the character for a while, but are gone as soon as you can take some time to remove/heal/fix them (Think in a dislocated shoulder), while persistent consequences are going to stick for a while (Think in a broken arm). And yes, you may use the D10 to determine if you get one, but you can use a coin too if you wish. 

A complication means that you had success in whatever you were trying to do, but you also likely created a new problem while doing so: Imagine the player triying to repair a machine. He get a sucess with a complication, meaning that he fix the system by bypassing a burnt fuse. However, while this will work for the short term, the true problem will remain unsolved, and later the machine will starts malfunctioning in an unpredicatable way.

Submitted

These are mechanics I can get behind. Only a ~33% chance of failure? I like those odds. Especially if my ludicrously broad trait "Jack of all Trades" is rank 10! Haha, no, no I would never do that. Or would I? Easily countered by an NPC's "Murphy of Murphy's Laws" having a 10 as well. Why do you think Murphy is so intimately familiar with those Laws?

One has to wonder what a temporal consequence would entail. Are we talking ridiculous Dr Who temporal phantoms which are easily defeated by a church, some sonic waves, and an impossible (not improbable, mind you) interruption of the temporal loop, or are we talking becoming your own mother AND father type horror stuff? Whatever it is, it's bad. But it's oh so good!

Developer (2 edits) (+1)

It is hard to put a guard against every shenanigan players can come with. I dare to say that any system claiming to provide such a thing would be a digital-only work, or require a hand truck just to move the books around. So, yes, I designed the system assuming no player would try to abuse it. Naive, but a 200 words cap require some sacrifices.


Temporary consequences (yes, that was a typo, temporal is the spanish word for temporary.  I mixed the two languages) are things that make a character life a bit more miserable for a short while, like a dislocated shoulder, o making a NPC uncoperative due a misundertanding. This is, something that goes away once you have time to take a look at it calmly. On the contrary, a persistent consequence is something that makes a character life miserable until they invest time and resources to remove it. A bunch of broken bones or a staggering debt to a loan shark would be nice examples.

Submitted

Temporal or temporal, I like how it's done ::thumbs up::