Prior to playing this game, I ran into a few things that felt like they should be clarified the game materials:
- The game calls for the roll of a [d66], which I was unfamiliar with the terminology of--as I haven't encountered Evergreen Wilds until now. I figured out what a [d66] was by looking it up online, and learned it was a type of roll that's unique to a handful of systems. I think it might be a good idea to explain the mechanics of a [d66] within the pamphlet itself.
- In the key at the bottom of the map section of the pamphlet, which lists what the results from the card draws mean, the meaning of the number [8] is missing. I don't know if this is intentional or not, but there was no mention of removing the [8s] from the deck, so I figured I'd let you know. In play, I made up for the lack of instruction on the [8]s in the deck by using the results for [2] for the [8]s, and turning the [2]s into Wild Cards.
Other than that, I had a lot of fun once I sat down and started to play. I've always lived within a few miles of the coastline, and thus a lighthouse; so I think the long-term isolation, as well as proximity to something as vast and unknowable as the ocean, make an excellent setting for a game. The prompts are also structured in such a way that none of the results will end up as something completely nonsensical, while still leaving room for a strange occurrence (e.g. glimpsing in passing a message in a bottle downstairs, where there may not have been one before).