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I don't know that a physical layout to the board helps this game, instead of having a 6" move limit, it might make more sense to allow Trainers to freely use the arena and services, and roll for a random Mon when hunting in the wild. As it stands, the skateboard is basically mandatory. I've seen the dual stat thing before, but the added choice before a contest is a new wrinkle, and adds a fair amount of depth. Trainer unconsciousness seems like a 'lose more' mechanic, and seems to have been blindly lifted from the source material, as I can't see what it adds here. Innocence feeding into capture mechanics is a good idea, as it gives a reason to have a higher innocence. If players controlled only one trainer, the Thug might make sense, but as it stands there's not much reason to ever have a different class of trainer do fighting, given how much low innocence helps in a fight, and they can never lose due to completely bottoming out on innocence. If they were your only trainer, you'd suffer trying to capture mons, but you can have a dedicated rube to catch the things.

Starting with the obvious: Innocence as a mechanic, oy. Look I get what the game is doing, I get why the game is doing it, I just really don't like it. Subversion is one thing. Innocence as a mechanic, brutal deaths, becoming burnt out, there are many settings and milieus where this would work. Gothic horror, pick a war, a revolution, etc. By setting it here, the theme is actually cheapened, as instead of indulging it, the notion of innocence lost just becomes a tool for shock value and 'subversion'.

Complaints aside, this game does a good job of fitting the theme, with total loss of innocence(ffs) constituting a defeat for a character, but with a lower innocence granting the trainer substantial combat advantages. It's just a pity one of the trainer classes (thug above), removes the most interesting aspect of this mechanic, the defeat part. Mechanically, I feel like there's not a huge reason for this thing to care about board layout and movement measurement, and it doesn't seem to add much of interest for the additional complexity. It's original enough though, theme aside. I think that high innocence needs at least one more positive thing associated however, as it stands you should have just one trainer to do the one thing you'll want higher innocence for.

Thanks for the comment!

There's definitely a handful of places a second draft of this could update.

Honestly, the unconsciousness mechanic is there at least partially as a workaround - i didn't have the space to work out human vs mon combat.

The thug class was a half-baked idea - i felt like it would be too easy to knock them out otherwise. The low innocence also makes it harder to win the game, since the sponsorship deal for the highest innocence character is a big payout at the end.