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Posted By: J. WaltonHey, Happy Thanksgiving!Also,the next batch of reviews and invitations are up, with about the same mix as the last batch.I'm in the midst of consolidating all my online crap together, so if you don't recognize things, that's why. I'll try to get the next batch done on Friday or, at the very least, over the holiday weekend.
Posted By: stupidgremlinGot a chance to playtest my most recent revisions of Revenant:Viral on Sunday (formerly known as Resident Evil+), and had a fairly good time, though it shed light on several things I need to fix. The dice mechanics started off being way too clunky for the players, but a quick, five-minute fix made everything run a lot more smoothly. Also need to pare down the wording. My tendancy to want to describe every little thing meant I had to cram a lot of words in a little amount of space, and that affected overall legibility, and made it difficult for the players to get the gist of the game quickly.Probably will have the next draft ready for another run this coming Sunday.
Posted By: J. WaltonMike:I swear that I have all my comments written on printouts and have just been trying to find time to write them up! Work has been an absolute killer, but we're publishing this 208-page report tomorrow and then hopefully things will calm down. I'm scrambling just to be able to prep for this game I'm supposed to run tonight! But, yes, the final batch of comments ASAP.
(P.S. Your game rocks, but you already knew that, right?)
Posted By: J. WaltonHans:Deciding when to stop working on a game is a BIG DEAL and definitely a worthy thing to learn. Honestly, I view contests as opportunities to try out something thatmightend up being interesting enough to continue with. Sometimes you strike on something good that you feel strongly about, but othertimes not. And that's totally fine. Game design is an art and a skill like any other. Some people seem to come out of nowhere with gobloads of raw natural talent, but the rest of us have to practice our design chops so we can bust them out when called upon And that typically requires a lot of mediocre results until you come across something where it really comes together and we have the tools and language we need to communicate effectively with an audience. If it didn't quite work this time,awesome. That means the next one will be better, based on the things you learned about yourself, the design process, and games.Anyway, that's my take.
Posted By: wyrmwoodrefactoring to make it a 1-N player game
Posted By: J. WaltonAll three times, I didn't roll any 1s, so I guess all that aiming and careful shooting means I'm conserving ammo.
Haven't even been shot at yet, much less taken harm, but I decided not to climb the tower for the Sniper Rifle, since I'm worried I'm cutting it close on time.
The guns are fun but feel a little bit off, stat-wise, especially the long range on the PP7 and the ability to aim it, so you can rack up a lot of dice much more quickly than the Sniper Rifle.
Posted By: jackson teguHey Mendel, i totally misreadPosted By: wyrmwoodrefactoring to make it a 1-N player game
Posted By: Orion CanningI was wondering if you'd like to lend your design for the monster cards and character sheet to the project, Stupidgremlin?
Thanks, and I look forward to Revenant:viral.
Stage One: still a thing! Still gonna happen! Jonathan's got a pretty far-along layout containing four totally sweet games in various stages of preparation, with some seriously epic cover art, you guys are gonna be so stoked by this.Why not get excited for it by playing a preview version of my game in the anthology, Roguish? That download is a Unix man page, so once you've saved it, fire up your terminal emulator and do a quick man ./roguish.6.gz to get at the sweet goodness. Or even install it into your manpath! (No Windows port is available, sorry.)