I have a printer friendly version but can't add it during the jam! :)
II!M
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It was specifically this line where my head spun: "Order intel nets the Crew the Sons’ pre-planned path–A5 to E1 (Warden’s Discretion, see interior map)–and the rival zones (give players the Snag Map)." Very technical and dense for the first lines a reader will see.
Makes sense that things eased off when I got to the actual adventure part and it made a lot more sense then!
The flair for the dramatic is the best part of this adventure: "WHO AM i TO JUDGE" and "ANNIE LOVES ME" scrawled all over the walls in blood. A nanobot swarm shrieking "Long live the new flesh!" The fact that the Warden is meant to be in-character as Annie throughout. Not the most original idea for an adventure but it's executed so well.
The diegetic Warden -- are there any guidelines for making this work effectively, especially when you start getting into the technical mechanical details like hit points and body saves and whatnot?
I really love the whole concept behind ComSats buried in satellites. I think it's a bit confusing where the two ComSats have come from; I saw one introduced clearly but didn't catch the introduction of the second one. Love how it tracks the progress of each faction, good mechanic.
The lore is the best part. How much of the lore is from Cepheus and how much did you invent for this adventure? :)
I had a similar issue -- completed my game well within the four hours mark, but each time I compiled it, the error remained. Turns out I was saving a previous version instead of the updated version. Fixing that took me over the four hour limit, but for all intents and purposes the game was 100% complete within time! :)
I enjoyed this a lot! It looks and feels good to play in the way it is presented. I would have expected, given its simplicity, that there would be some representation of the battleship board itself, rather than selecting from a list of pure text, but I understand the limitations of putting a game together in only four hours.
I liked Death and I wished there were more options to show respect to him rather than challenge him.
I did win the game, and I loved the message at the end where the character manages to give death itself pause to reflect.
Great little game, well done! I achieved every achievement over four runs. I liked the stress of the diminishing candle, the hints at greater forces at play, the references to Wizard of Oz (I assume), and the spitefulness of the trickster god.
The language throughout dances and dazzles.
I think it's too easy to win -- on my second run I searched through the rubble, angered the river goddess, and picked a flower, but still had enough time to defeat the spirit.