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(1 edit) (+1)

Hi! Cool game! I have a few questions though because I keep dying lol.

1) How are you supposed to start? Are you fighting THEM right at the get go? Or rolling for a place? 

2) If you miss one of three shots and FIRE AGAIN, do you fire three shots again or only one shot? 

3) Is WHAT REMAINS only for when you make THEM fall or is that used also when you enter a room?

4) Can you reload all your bullets in one move or only one bullet at a time?

5) I didn’t realize that I wasn’t supposed to map out the place if I didn’t have the compass until I read the other comment on here. Also, if a room is considered empty once visited, what use is backtracking? Is it for the locked rooms? And do you need to roll for THEM when revisiting a room?

6) Less of a question and more of a suggestion. I was defs very confused at first and would have loved some kind of introductory blurb to explain how to read the rules and especially where to start.


7) One more suggestion would be to put the text of the items and places on or next to each image in the cutouts. The art is cool, but hard to remember what each image represents on a glance. 

I really like all the vibes though and will try it out some more! 

Thanks!

Hi! Thank you for the questions.

1) You start by fighting THEM immediately. The intention was for players to start playing the moment they read the game.

2) You fire 3 Shots in a burst each time with your Pistol and the Three Kings. The only exception is when you have less than 3 Shots loaded. So you will fire the remaining Shots instead (1 or 2). This can happen if your total ammo for a gun is at an odd number.

3) WHAT REMAINS can only be found and picked after making THEM fall. Under PLACES, each new place you enter will have its own list of items or effects. Some of these items are the same ones you see in WHAT REMAINS. If you mean entering a Room under the list of Places given, you can choose to add either 1 Shot or 1 Skin into your Inventory.

4) You reload all your Shots at once. The game won't stop you from reloading less. But it would not be wise.

5) I split my answer for this in two parts for backtracking and revisiting Places:

  • Backtracking is useful when you want to keep track of important Places. Especially Lodges to keep yourself topped up, Locked Doors to work towards Masks and Boxes you plan to open later with Shanks to avoid THEM.
  • You roll to face THEM when you revisit a Place the same way you would when you enter a new one. This also applies when a Place becomes Empty. If an Empty room feels too risky, charting a new route around it might be better. But this can also have its own costs. If you're uninjured and need to restock at a Lodge with an Empty Place in the way for example, taking the shortest route could be safer than taking a detour with more Places in the way.

6) This is definitely a common problem I'm seeing from first reviews! There is a short preamble on the last page of the game right now. But it does not explain much. I plan to add a better introduction to help players get into play better in the next big update.

7) That's a good suggestion. I'll try to add labeled cutouts for accessibility.

And this was not in the questions but I notice dying quickly happens frequently for players. So I'm considering more options for players to adjust the difficulty for themselves without taking away the challenge facing THEM. Such as a better starting inventory and more risk-vs-reward effects.

Thanks for the compliments too. I hope you enjoy your next play!

(+1)

Thanks for your quick reply! And actually I had another thought about what you said about mapping PLACES. I just assumed you were going from room to room in a straight line. One door in one door out. Could a PLACE have more than two entrances?

Yes. Each Place can be connected side-to-side. So they would have four "entrances". This wasn't communicated to keep the instructions short. So I'm writing a clearer Mapping section next.