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i really appreciate the succinct style. the map goes in a bit of a spiral that gives plenty of chance for players to find the out-of-the-box solutions (thoughtfully noted on the front page!) and discover the components of what will become the ticking clock/time-bomb. pretty sure the secret path 3-to-11 isn't my cup of tea... unless it slammed shut maybe? also, it wasn't much, but i like how pulling a certain lever (in 7, opens door 10/11) secretly mobilizes the boss who may or may not use a secret door. i like the idea of players meeting him and then having to chase him the long way as he scoots along quickly on some gadget. not that gadgets were mentioned. but speaking of gadgets, this would make a pretty decent Black Sword Hack dungeon. since it's built for Knave 2e, however, i expected just a bit more guidance on the automaton stats. or even a note to acknowledge that stats were left off for brevity in the same spirit that the map isn't a fancy grid with illustrations. all in all, i like it a lot. i like the undead and electricity, the time bomb, and the ability to trick automatons (in lieu of faction play). good use of bold and bold+color to help this run on the fly. thumbs up.