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Holy cow, there's a lot of content here. It's really impressive that you got this much out in just 48 hours. Did you sleep?

Some initial comments:

  • Your combat system just is in that annoying grey area between "streamlined and easy to run" and "crunchy and complex" where the rules are fairly simple but it's still complicated and annoying to play out an actual fight. If the game is about the people managing the missions, it would make much more sense to have a single die roll resolve the combat and be done with it. You win some, you lose some. Sometimes you beat the super powerful rock monster and sometimes you die to the monkey with a slingshot.
  • Your humor is appreciated and it breaks up the big walls of text.
  • You never explain when to use skill checks or what benefit they give you. You say "Roll 1d6 and add your stat" but never explain what value is "succeed" or "fail".

Honestly I really like the theme. With some adaptation, I would definitely use this as a minigame between Uncharted World missions.

Yeah, sadly I didn't have enough time to really flesh out everything I wanted to. The skill rolls are one example of that. You really only see how the skill rolling is done in mission, for instance in the sample play for the Information Recovery Mission Table: "Any crewmember that rolls less than 4 on Vitality uses 1 health." And another example from the ship damage table: "an Inventery roll of 3 will repair this damage."

Glad you enjoy it! I did get sleep, but that's also why I nearly missed the submission deadline :P