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Search and Rescue's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Did it make good use of the Havoc Engine? | #26 | 3.889 | 3.889 |
| Did it build on the Havoc Engine and add interesting stuff? | #28 | 3.444 | 3.444 |
| Overall | #38 | 3.519 | 3.519 |
| Does the game seem fun to play? | #44 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very cool! I like the subtle world building with stuff like "cave creature" and "robotic security" it makes me feel like I'm exploring a small part of a greater world.
The ending having a guaranteed some people are dead is a nice touch of realism that would definitely hit hard in game.
Readability was a bit tough as the backgrounds and words clashed. I do enjoy the backgrounds, but something like coloured boxes around the text would certainly help with eye strain.
I dig the changes to successes being 3+ instead of 4+, it fits thematically and makes the game feel a more rewarding.
Overall pretty cool! Well done and keep it up :D
Cool concept and some quite fun takes on mechanics. I really wish for for backgrounds to be bit less noisy as i found it a little bit tiring to read. I think map is a good addition but linking of locations could have be bit cleaner, from game mechanic point players would always be moving closer to the final destination so connecting locations on same "tier" feels bit missleading on map. Other than these couple nitpicks, the character mechanics are cool (even if part of me wishes energy heart and supply all had same amount of checks and could be tracked via d8 or d10). Shifting success to 3,4,5,6 feels like a good thematic choice. Very well done.
Very cool idea and really enjoyed the detailed descriptions of the environment. The Heart mechanic seems a really nice addition and I liked how players can help build another players heart. Gave me a Earthborne rangers and Firewatch vibe.
The way this is written like a real new hire orientation package is very charming. One thing I'm wondering though is that The GM is presented as The Handler in the fiction and is characterized as an external resource working to help the Rangers accomplish their goals. This clashes with the narrative built into the rolling and allocating successes system, where Handler successes count as harm to player characters. Perhaps for this game, flip the framework and write it so that Handler failures result in harm to the player characters, rather than their successes. That might keep the narrative framework a little more consistent.
I also feel like there's an opportunity to condense the Capabilities a bit. I see both Calm and Convince are distinguished. I can see why Calm is such a useful capability as many of the adversaries are wild animals. I do only see three preset encounters with sapient NPCs though that I think Convince would typically be used in the place of Calm. It feels to me that Calm could probably be used for all social encounters and you could potentially drop Convince entirely.
I like the Energy -> heart -> injury system in concept, but I feel like it might be hard to track as you have 5 different events triggering energy loss, that then start to trigger heart loss when you're out of energy. Then you have 4 other ways to lose heart on top of that, plus the 4 ways to regain heart. I'm not saying the idea should be scrapped, but I do think maybe it needs to be on the character sheet to help remind players when to mark them. I do also like the pressure to get rest and how you make that challenging if locations have active threats.
I think I could use more guidance on where to start and how to move through areas. It seems like you start in the River Valley and pick one of two paths to the Alpine Valley, but I'm not sure if I'm reading the map right.
Thank you!
I agree with several of your points, and I made a couple edits that should help clear things up a little. Also, the version I uploaded with some basic layout work should help in understanding the map and flow of the game. It also includes some reminders about Energy, Heart, and Supply on the character sheets.
I find the idea of flipping the Handler’s rolls interesting. I’d want to test that. I wish I’d had more time to test this game out before submitting it; I wish I’d found the game jam sooner. I’ll be updating it in the near future when I can get some more testing done!