Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I can't really say much, I've only seen like the second half of tremors 3, which luckily is enough to know about everything mentioned in this game. Sweet. I feel like I should watch the rest, but I also feel like I already saw all there is to it. Anyway, to the game:

Potential: It's a franchise-emulator, and a very narrow one at that. I can see some fun evenings, but no regular replays here.

Mechanics: It's very, very different. That's its biggest strength. I might've expected a little more incentive to construct and deploy rube-goldberg level plans that require mental gymnastics and elaborate bullshitting, but that's sadly only a slice of the mechanics instead of their very cornerstone. Nonetheless, it's a neat ressource management game that doesn't feel like it can be solved to easily.

Presentation: The writing is fun, but might get more emotion out of an actual Tremors fan. The text isn't formated all that clean, especially compared to the competition, and I'm still not quite sure wether starting out as experienced or rookie hunter is purely a "difficulty setting" option or if there is a deeper logic or limitation to it.  The complete lack of any grapic elements is a bit sad, but doesn't actively hurt the whole.

Theme: It is what it's supposed to be, and it deliberately takes on elements of the source material into its gameplay not only as something hinted in the fluff, but as the primary resolution mechanic. That kind of out-of-the-box thinking deserves recognition, and I think it would make Burt proud if he were into TTRPGs.