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AUTOMANCER: MOTHER PROXY

a long-form, solo, scifi, album-crawling, darkfort-like, sandbox ttrpg · By Guildworks

Janie Cox PLAYTEST RESULTS

A topic by JanieCox created Dec 22, 2025 Views: 249 Replies: 2
Viewing posts 1 to 3
(1 edit) (+1)

Context for hexgrid: My first sector encounter was a whale that made me get a new hex map, so that's why I don't start on a left corner. Also, used acronyms (Data station is the circle in the asteroid cluster down south) 


Spent three hours on a run largely between exploration and a Data Station. I didn't feel much like I was role playing in the hexcrawl but I like how the sector contents made me consider routing, the map feels useful for more than just an excuse for encounters which i appreciate. The dungeoncrawl did get me thinking about Luna's feelings and the place that she's in through emergent storytelling (e.g. a dead end with a laser trap and when i return i fight a gizmo in a room with a damaged gizmo, there's a story there), but mechanical choices were a lot sparser. I'm a big fan of the rp that comes up in crunchy dungeon crawlers personally even though I know that's not the primary focus. The difference in feeling between the two modes of play was very easy to feel, in part due to the music but also the different dice mechanics. Combat was engaging the first couple times in both modes but quickly became uninteresting, some sort of crit mechanic for ship combat could spice it up a bit. Also, with a +1 to hit and ties going to players, half of the T-1 enemies on the Data Station are auto-wins. I ended up going straight to loot and xp when I saw them and I started with a pulse rifle. Leveling up as Luna felt good, and I was kind of missing that throughout the hexcrawl phase. Never found an upgrade, so either making those easier to get or creating a more consistent alternative would be good.

Energy was never an issue for me, feels like it should've been. To be fair, I didn't realize ship weapons cost energy my first couple fights but went back to remove what I should have lost and it didn't affect my overall feelings, making sure players don't skim over that is a good idea though. My math might be wrong but I think, with dying stars giving an average of 12.5 energy, you're favored to be energy positive in the long run, not accounting for the shift coordinates give you. You can always go back to one you've already found too. I guess I'm also not certain on how long a run is supposed to last, since that would effect how much energy you want players getting naturally and not through purchase. I assumed it'd be fairly quick given a core part of the experience is looping music while you play, and I'm not against that not being the case, I think that can work, but setting up expectations for that early might be nice.

Maybe petty but I got 4 laser traps in a row and that sucked so maybe some more options for room contents, like a d8 or d10, would help alleviate running into trap after trap. Just speaking of traps, I am not a fan of the few instant lose if you roll bad encounters here. Lockdown and the whales potentially being an autolose because of unlucky dice create dread in a very unfun way. With the 20 hexes I had explored, that's 20 chances for a .16% chance to just lose. Again, if I got the math right, that's 3% odds that the game ends by your 20th hex, in which the Data Station I found didn't have a Mother Proxy, it had an Exo Mech which I didn't have the advancements to let me hit its DR. This ties back to me thinking the game'd be quick. If it's supposed to be drawn out, grindy, and full of dead ends, put that facing forward in the tone and the explanation of the game. That's not the vibe I get from the art, music, and mechanics on an initial glance though.

I never got healing for my ship even though I felt like I needed it. I think after one run I get the economy better now and could play it better. I think it works well especially as a way to bring the ship and pc modes together.

Here's a couple misc rulings I came up with for my playthrough since they weren't explicitly stated:

- running out of energy isn't an explicit game end, so "spending a turn doing nothing" is fine. I essentially allowed myself to run random T-1 enemies whenever, only did so a couple times. Also carried this over to dungeon crawl.

- Choose which ship weapon to attack with before dice are rolled and energy is taken on a miss

(+1)

Reading through this, I know it's dark fort like, maybe I should've come in expecting more of that idk. I do still think setting up the tone aside from that would do nicely

Developer

Thank you so much for your input! We appreciate the time you took to playtest are game and  will take a detailed look at the issues you faced. We had considered a few things that may rectify these issues and are deciding wheter or not to add them to v0.0.2. These are: A Ship Advancement Table, Additional Room Contents, Repairing your Ship with the Repair Roll, and Detailing and numbering the different FAILURE_STATES to each have a RECOVERY_FUNCTION (a small dungeon that would bring you back to play).

We will add the "Scope" of the game at the beginning, since it is intended to be somewhat long form. We may also lower the required XP for leveling up and tie the chance to get the Cooridates to the Mother Planet to a HACK roll at the end of every Data-Station. We will take a look at DR's; that, in our opinion needs the most playtesting. If you have any suggestions for DR, we would love to hear them. Finally, we will make it more explicit that ship weapons cost energy and detail what happens when you run out (perhaps another FAILURE_STATE).

We will go ahead and add you under the Principle Playtesters section in the credits.

Thank you again!