Greetings! I find this really interesting, a mixture of styles in a very compact game with an elegant design. But I found many issues which need improvement.
1. On 'Observe the Stars' there's an "f" in "same constellation for roll 7 or less", that confused me a bit, then I realized you mean "or" and not "for".
2. When I gain +1/-1 to Observe the stars is it for the first roll? the second? or both? This isn't well explained in the rules.
3. I think the sentence for 'Journey' isn't very clear too, I took some time to understand what are torches for. It could have been something like this: 3. Camp (instead of Journey) "At the end of your turn you may use 1 torch to recover 1EP and use 1 item."
4. If I succeed in 21 where do I go? It says only for failure. I assume it is 13, but that isn't clear since the text is only after the failure.
5. Couldn't understand how to face a Challenge [CHA], I thought it was as said in Tests, but then I noticed the Difficult part... I think the 'Tests' are well explained, but in the Encounters I find only this [CHA], which is mentioned in Difficulty, and there the rules just say to roll 1d6, but then what?
6. What is this 1d6 always active of the barbarian tribe?
7. I never managed to draw a constellation since I only rolled less than 8 in my entire play, and since I need 3 constellations to win I think the game turned into something totally luck based on these rolls and all the rest of the game becomes blured. Maybe you could think in something to balance this (and here I get back to my question 2).
8. Also, let a little bit more of security blank border, maybe 5mm, not all printers can print closer to the paper border, my printer here is cutting all the page numbers, for example.
9. What if I don't have any EP left? What about Combat or Tests?
But I found this really cool, interesting and well designed, that's why I took my time to give you this feedback.
Hope to get any updated version so I can finish my gameplay! Haha
Thanks! All the best!
Viewing post in What Hides in the Dark comments
Heey! Thank you for your feedback. Some of the rules are difficult to break down in more detail because of the size of the game, but I'm already planning an upgrade after the One-Page Jam event, to go into them in more detail and also add more events. Let's go.
1. Yeap, I made a mistake, the "f" shouldn't be there, I'll fix it!
2. On action 2. " Observe the Stars ", you will roll 2d6 only once. If you choose Thos, the Navigators, you can add +1 or -1 to the roll result. E.g. if you roll 2d6 and get a 3 and 4, your total is 7, you can add +1 to get 8 and observe the stars... but, right now I notice that doesn't need to have a -1, just a +1. Thank for this quesiton.
3. Yeap, just 'Camp' is cool. Noted!
4. Yeap, I made a mistake again, if you Succeed you can go to 13. I'll fix it! THANKS!
5. Well, if you run an event and find a [CHA], you roll "Difficulty". If the result is 2, you'll need 2 Sucess to beat it. If the result is 3, you'll need 3 Sucess. Got it?
6. A 1d6 alwats active means that you have 1d6 that you can roll as [EP] and this die neve will be exhausted.
7. Well, it's a compact game, the luck factor is imperative, to tell you the truth, it's designed to be a "run or die" game. And that leads to question 9, if you run out of dice and need to fight or take a test, you die (in fact, I need to add that if there are no test dice, you fail immediately). You need to manage your actions well so that you rest whenever possible and how you use your dice. But I understand your frustration, my idea was to create a game that would be interesting to explore, once, twice, three times, but really hard, like a soulslike. In the next format upgrade, I'll pay more attention to that.
8. That's fair, I'll fix it.
9. Done on 7 =D
Thank you again, you can be sure that your questions will help the game evolve. When we create, we're often a bit blind to details, which is why this feedback is so nice.
2. Yea, but notice that there's one second roll to determine which constellation, that was my doubt (and for the second roll the -1 could be useful)
5. Humm, understand, but I think you explained wrong, am I right? If I roll 1-3 I need only 1 success to beat, 4-5, 2 successes to beat (and not 5 as you said) and on a roll 6 need 3 successes to beat, right? But how am I supposed to know that? That isn't in the rules, there're just numbers there and nothing explained.
6. This means I have many more chances to win with this tribe I guess?
Looking forward for next updates! Good work!