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(+1)

This is a really ambitious game. The cooperative storytelling aspect requires all players, and none, to simultaneously act-in as the GM. The story revolves around The Team and The Commander, the former doing the latter’s dirty work. Who, where from, what is the Commander? These are the kinds of questions this game will have your table asking, between missions where you fight aliens and save humanity.

For this concept to be easily realized at the tabletop, I see two prerequisite developments -

  1. A conflict-resolution mechanism for players to mutually control the Commander. Perhaps each player represents a faction who has a stake in the Commander’s choices - e.g. his family, the civilian government, the alien parasite slowly growing in his brain, perhaps? At present, it’s not clear what motivation the players have to pull the Commander in opposite directions, nor what internal glue is keeping him together.
  2. The creation of some kind of artifact. This is just my opinion, but I find that cooperative storytelling games work best when you create something tangible together - be it a map, journal, etc. It doesn’t even have to be permanent. But creating something together, beyond just words, helps moderate and cement the activity.

All in all, an interesting concept that is well on its way to being a complete game.

(+1)

Thank you so much for the feedback! I'm really excited to continue development on this project.

1. I have a few things in mind for the commander that make the role a bit more complex. Factions were in the original draft, but had to be left on the cutting room floor as were mechanics around clocks and advancing meta-level agendas.

2. I love this suggestion so much! I'll try to find things to incorporate.

Thank you so much for reading!