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You Guard the Living's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #55 | 2.818 | 2.818 |
Setting (or Location) | #72 | 2.636 | 2.636 |
Use of Theme | #78 | 2.545 | 2.545 |
Overall | #82 | 2.591 | 2.591 |
Story (or Starting Scenario) | #84 | 2.364 | 2.364 |
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
I like the idea of magical creatures of the dark. I think it has good potential to be something bigger.
Combat seems quite brutal if you need 4+ on a 1d4 to be successful. Even if you are good at fighting, you only get 50% chance to succeed. That's tough.
Yeah, I kind of intended for it to run down your defenses to make things a bit tense. And you're meant to rest a bit as well to get those bonuses. But yeah, I'm definitely going to son something more with this after the jam.
i think the moves system is really nice for the word efficiency, definitely makes the mechanics clear, maybe at the cost of rp
Thanks! If I'd had more space, I'd definitely have made it clearer where there are RP opportunities. I'm more than likely going to continue building this out after the jam.
It's bit too gamey for my test. It has solid mechanics and can understand the road trip idea but as far as actual role playing elements go it doesn't leave much room to play.
Agreed. I meant for the combat stuff to be more roleplay-y, where the GM and players describe what they find, how they make defenses, and how they combat whatever they're up against, but I had a hard time putting the words in there. This is my first attempt at a 200 word RPG, and it shows! I had way too many ideas to stuff in there, so I focused on getting the mechanics down more than anything else.
I like that Darkness wields magic in this new era of DeadSuns.
Note: it doesn't look like characters can die. Overrun to me means we are overwhelmed and can escape. I guess that's up to the GM. The only stats we have are our specialties and the amount of stuff we have. Sounds like if we're overrun due to no defenses, we lose the other stuff, too.
Yeah, I neglected to put a health system in there. I have a good idea for one, but I won't say anything, so as not to affect the ratings.
It feels to me that losing things you've been collecting to survive might be a better choice over an explicit health system. It makes survival that much more difficult without kicking you out of the game.
I was thinking that the number of survivors you have left could be a health system, so everyone is all in or everyone is done. And you can gain people back over time through finding more survivors, etc. That'd need more work, obviously, on the rules side.