Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

6 Hours to Sunsinger Station

A topic by ashofcreativity created 44 days ago Views: 78
Viewing posts 1 to 1
(1 edit)
  • Discord username - ashofcreativity (also Gelatinous Rube on pilot.net)
  • Skills: TL;DR my main focus is making a ton of playable stuff in a day or two while I make sure it fits with your stuff as well.


    • Design documents (designer for the better part of a decade)
    • Quickly creating settings
    • Creating a high volume of narrative and combat encounters
    • Connecting encounters into a narrative or mission through-line
    • Authored branching narrative
    • Large suite of tools to fill skill gaps
    • Motion Graphics Artist
  • Goals: I want players to want more, ideally encourage them to start a campaign after finishing the one shot. If a group of randoms comes together, gets along, and has a great time, why shouldn't they keep going? I'd like to work on a one-shot that lays groundwork to be continued in campaign play :)
  • Availability/Time Zone: I'm most available Tuesdays and Fridays at any time. My timezone is CST. Paste this hammertime link into discord to see noon in my timezone: <t:1730656800:t>

While the contest hasn't begun yet or selected a theme, I've created a design document to obsess over in the meantime. Here's the jist of it:

Theme: the game FTL but set in a single system of planets 

  1. I'd like it to have these overarching design goals:
    • takes place within a single, dense system (already generated)
    • showcases the usefulness of narrative play in accomplishing many goals quickly
    • Revolves around players trying to secure faction-level goals
    • Provides a ready-for-campaigning setting by the one-shot's end
    I think the kind of team best suited for this one shot would:
    • contribute about 1-2 pages per teammate
    • add about 2 narrative encounters per teammate
    • be familiar with roguelikes or otherwise able to design similar encounter types
    • know how to write encounters that are easy for referees to staple together mid-session