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A jam submission

INFILTRATIONView project page

Postcard Wargame about an American spy sneaking into a Russian nuclear facility set in the Cold War era.
Submitted by pokinte — 103 days, 12 hours before the deadline
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INFILTRATION's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#194.2504.250
Playability - Mechanics#293.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hi Pokinte, 

do you have to achieve success on the Clearing Chart in order to move on to the next room?

Submitted

I'm afraid I don't fully understand the rules, even with the comments here.

Could you clarify

- what you mean with "alternate routes" (airducts and sewers)
- is this when I roll a "you find a venti"?
- when to roll on which chart
- when to use the small "DC X to go to room Y" notes on the map
- what happens when your DC is negative due to a modifier
- what you mean with "running across"

Thanks in advance, I want to try it again :)

Submitted

I love this idea, and it's a great first effort.

Question: do you roll for hostiles in a room if you fail to clear it, or do you roll for hostiles when you first get to every room?

Perhaps it's worth clarifying the sequence. 1: roll on hostile chart 2: either search or clear, 3:... etc.?

Developer

Ah forgot to explain this in the rules. You roll if there are going to hostiles in the break room, otherwise you are able to leave.

I do like the look of this but I don't suppose you could do a more printer friendly version without the lovely background?  Unfortunately I know you can do this with pdfs but I don't seem to be able to doit on my phone.  Thank you

Developer(+1)

You got it!

Developer(+1)

Apologies for the wait, but the printer friendly edition is finally up on the INFILTRATION game page. The rules may not come out right, but you can just read them from the PDF. Thank you for taking interest in my game!

HostSubmitted(+1)

Thank you for submitting your game. =)

Developer(+1)

Glad to join this jam!

Submitted(+2)

Thanks for Your game!

Is it possible to clear/search one room multiple times? It seems that once the player achieves success on Clearing, then they roll once on Searching and, ultimately, move on to the next room.

Can the player search uncleared room?

Thanks for a spying-themed game!

Developer(+2)

Thanks for playing!


Once the room is searched it cannot be searched again. It doesn't really matter what order you do it in, but I recommend clearing and then searching, but yes they just go to the next room and repeat these actions. If you have any suggestions on how to make the game better I would love to hear them! This is my first EVER game, and I would love to hear feedback.

Submitted(+1)

At the moment, there is not much space in INFILTRATION when it comes to players' decision. Five rooms - roll twice in each one of them. Defcon goes down and it can go up. 

If those rooms are arranged in a strict sequence (1st-2nd-3rd-4th-5th), how about adding a choice of passages between them: more ordinary option (corridor, a modifier /harder/ to clear next room but also a benefit, maybe a bonus to search) and more clandestine option (air ducts? easier to clear the next room). There must be some risk/reward in such a choice. Those choices do not have to repeat/ be the same before each room.

This can be connected with giving some flavor/ modifiers to the rooms when it comes to Clearing and Search rolls - 1st room could be a "guarded entrance"/main gate - difficult to clear, very little to find/search for but maybe our intrepid spy will find a sewer entrance that will allow him to bypass the guard. Eventually, one can infiltrate an employee break room (?), where clearing and search is easier than anywhere else (provided no one is taking their break :) ).

Another possible space for giving a choice to the player would be allowing to select a sequence of clearing the rooms (especially if there are 'easier rooms' and 'difficult rooms').

Developer

For the difficulty of the rooms, I had an idea for the room to be able to subtract a certain number towards the dice count. And would it be good if the player could have an option to not choose violence, but roll to open a vent (if they are unable to roll the correct dice count they must clear) . Love your ideas!

Submitted

As a former player of "sneaker" video games like Thief or Splinter Cell, I quite approve the opportunities to "ghost" the guards :)

Developer

The game is updated! Thank you so much for the suggestions, they really made the game better!