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I feel like I can't rate a game I haven't played, so I will just comment on reading through the rules.
I love the mech illustrations. They are honestly perfect! 
I could do with a little more white space to help me read the rules portion. 
The sheet for the Gigamech suddenly looks like a childish lego man instead of a cool mech. If you kept the boxes  in the same spots and the same size, could it be replaced with an illustration behind it? Alternatively, just keep the boxes in the same spot, and don't show the hands and feet.
I worry about the lack of structure behind "if you want to do something, do it"  This may be better phrased "if you wish to attempt something, just try it!"  or "if you want to add something to the world suggest it. (the GM has the final call)"

It's hard to stay classy in these modern times, but try to read through a pass of everything looking for your own biases and looking out for minority groups. For instance, perhaps "The hot bimbo" or "The exchange student that speaks funny" shouldn't be in the suggested list of NPCs

a nice inclusion is some additional notes or advice to the GM

For the role playing portion, many games have set situations or situations created by the GM that are rife with conflict and multiple ways to handle it, the players choose how to approach the problem, and the result is left up to the dice. In your dice roll examples, you show rolling dice to determine the situation of being invited or not to a party. Maybe rephrase it as "Ash is inviting all the hot cadets to a party in the hanger. Roll dice and add your hotness to see if you got invited"

For the missions / combat, maybe a section the explains the actions and rules and rolls of combat generally before getting into the details of armaments? Also what would be super helpful is a written out example of a sample turn involving combat.

Thanks for your feedback. All of them valid points, actually.

I try to fill the white space with images to make use of all the available space. I probably could remove a couple of pictures and the result would be clearer.

The sheet was a rush job in the last minute as I had an earlier deadline (other than the two weeks for the jam, I could work on the game maybe three or four days). Point taken, it needs some polishing. I wrote this post about earlier versions.

"If you want to do something, do it" is in the core of the PbtA philosophy to encourage players to do things in order to change the fiction. When the fiction meets the activation conditions of a move, it triggers. It's not a skill roll as such. This works the same with the mecha part: you explain what you want to do and, well, you do it and if it fits the activation conditions of a mecha move, follow its instructions. There are no turns as in more traditional ttrpgs as it's all played as a conversation. Obviously, if I have to explain all this, you are probably right and I should put some more explanations. 

About the minorities, noted. It's a delicate matter these days.

And more examples. I wanted to put more but was running out of time. 

For the white space, I meant add more images and spaces between text, to help break up the text. But yeah I'm glad I can help!