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(8 edits)

Hi, we played 2x3h sessions and it was all sorts of cute dances on a beautiful background, and we loved that part, but the game lacked real tension and didn’t give us incentives to create it.

We came to the conclusion that the Harsh World rule does not live in the game if we don’t throw gasoline on the fire. And why would we ? Our characters were ready to share, but not ready to die. We needed something to push them over to that brink. For the feeling of precarious life, for a gift to be a sacrifice of your own resources, we’d have needed some questions to trigger transfers of insufficient mechanical resources from player to player. The lack of objective resources felt like there was no real politics.

Or cutting directly to the bone, we could have used moves that instead of being mild inconveniences would trigger a character’s Hate. There’s no advice to bump into each others’ Hates. Moreover, and once again: why would we? We were ready for engulfing flames and drama, but there was no incentive for that in the game.

Our hates never came into play, so our ending felt weird: Heads or tails result sent nearly every one of us to their downfall. :/

Also, the line explaining each game is unclear: it says what the game will look like, not what it’s used for. Except for Hospitality which clearly announces the forging of alliances.