Yes, i think we might have made it a bit too long. When we played it it worked out, but i can see how sometimes it may become a stalemate where everyone just dies. Something i will look into after the voting is over.
KrotStudios
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Doom, despair, death. The fearless undead ravage the earth, humanity is hanging by a thread. Yet they still find the strength to fight, to fight through, to fight… each other.
With this game we aimed to create dynamic mechanics, stuff like:
- Noise, which can both doom you by swarming you with zombies, as well as help you defeat your oppenent by giving you control of the movment of the zombie horde.
- Death is incremental, as your survivors deteriorate before their heart finally stops. Then, as the infection takes control of their body, they may become more powerful than you could possibly imagine!
Thank you for the great critique! We knew very well that our map was very lacking, but our illustrator wasn't available in those last hours, so Calle had to make it himself haha. We will of course continue to develop TSOTC, so look out for the next version and we promise there will be lots and lots of stories to tell and discover in the Shadow!
It is loosely based on a system that i've thouht of and have playtested with my group a couple of times. It has never been properly written down before as many parts have been subject to change from session to session, and it has before been very dependent on other game's rules to function properly. The Shadow of the Citadel is on the contrary a fully developed system, at least as developed as is possible in 48 hours. The system is also influenced by the amazing game Coriolis; the third horizon by Free League. It uses a D6 system based on rolling 1:s, just like The Shadow of the Citadel. I have however resorted to using D4: s and implementing the Difficulty system.