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Cute and easy to read TTRPG!

The rules cover a mechanism for advancing the narrative, taking actions, and the essential outcomes (progress, damage, death, etc).

The main content is the mechs, flora and fauna to encounter, and some Odin Corp landmarks.

The layout is clean and straightforward. Some unconventional decisions such as zero-margin layouts, lack of an inside cover, TOC, etc. mark this as a “web edition” not ready for print.

There are essentially 11 pages of rules, and 11 pages of content. So, the production is very balanced. In that sense, it seems best suited for a one-shot with minimal preparatory work done beforehand by the Manager. It’s not simple enough to run as a pick-up-and-play or GM-less game, and longer campaigns would require the Manager to create a lot of content.

The module-mech connection needs improvement. Some modules give numeric bonuses, others can only be used for relevant action rolls. Consistency here (all-narrative, or all-mechanical, preferably both) would improve the balance. Core modules available to all mechs shouldn’t be needlessly duplicated, and an advancement or tech tree would be really welcome to create progression.

The “narrative track” is a solid mechanic but needs some kind of twist.

Overall - well presented, excellently illustrated. Very clean and coherent package. Working purely with the content presented, a fun story about plucky Mecher bushwackers delivering cargo on the final frontier could be charted. Nice work!