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Chris Angell

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A member registered Aug 03, 2019 · View creator page →

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I really love this game, but I find the pacing a challenge. It usually takes my groups about 2 hours to finish laying the foundations and then another hour or more to finish the first "regular" round. At that point, it's usually about time to wrap up, but I don't find it satisfying to end the game immediately after the first event, without the chance to explore how it affects the city afterward.

When you play/played i'm sorry did you say street magic, how many rounds do you fit in a session? Do you have any tips on making the game move a little quicker? Is it just a matter of the facilitator being firmer about keeping the momentum going? I almost always play street magic with new people, so I tend to take my time explaining the game and give the other players time to think and get used to the mechanics.

Nevertheless, the game is lovely and I'm glad to get to play it!

Yes, it is!

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Thanks for your feedback, Paolo! I think you're basically right about causes vs. effects, though that's different from how I conceptualized the distinction. Scenarios (as well as major complications) represent the major problem facing the characters - why is the clock ticking as they drift out in space? Broken systems represent problems they have to solve before they can succeed (of which at least one should relate to the scenario). And dangers represent additional obstacles that you can leverage for complications and challenges while they are trying to get the ship going again.

If you get a chance to play Stuck Out in the Black, please let me know how it goes!

Hi Riley, I'm sorry to bother you, but I see that you fixed the typo in the confrontation section, but it still says "drawing heart two turns in a row" on the previous page.

This looks delightful, and I hope I get a chance to play it!

FYI, I noticed two errors in the PDF: 1) under To Play, it says "if one person ends up drawing a heart two turns in a row" instead of "drawing a spade", and 2) under The Confrontation, it says, "take turns answering the spacdes questions". Also, this is not exactly an error, but I noticed that the 2 and King of Diamonds are the only diamond prompts written in present tense.

Please do! I think it works best with about 4 players. I recommend adding one rule (I will update the PDFs when I get the chance): after a Human has died, that player should also take turns controlling the Demon, so that they have something to do.

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Hi Rebalancer, thanks for your feedback. Cards leave the table when they are played by humans during the second phase (the "chase"). Each round, when a human is attacked by the demon, they may counter it with an uncovered card from the center of the table instead of from their hand. If they do, regardless of if they were devoured, their card is discarded and the humans get a little closer to escaping the demon.

In practice, human players should be using and discarding the table cards most of the time, reserving the cards in their hand for when they're really in a bind.

I hope that helps!
Chris