i love crab people as much as the next guy, and the STRAINS thing reads great, but i can't help but feel the business is a little too funny for "NO FUNNY BUSINESS". that said, this is a really straightforward way to introduce your new mechanics in a basic mission. lock and key feels like an elegant way to keep objectives manageable. i'm sure the full version will be catnip for the resident evil heads in my playgroup.
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SURVIVAL HORROR DEMO DISC's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| SUBSTANCE | #17 | 3.410 | 3.538 |
| STYLE | #20 | 2.668 | 2.769 |
| Overall | #20 | 3.039 | 3.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The concept of strains on enemies that can infect the players with traits is really cool, and the LOCK/KEY system is a really good way to condense information on a trifold using key words, I'll definitely be taking inspiration from that in the future! The strain being capable of killing the player relatively quickly just for completing more of the mission seems a bit tough, though. I love the crab being there, it's unexpected but we love a little guy in our missions
Thank you!
When I was first working on the STRAIN concept, I actually didn't have a way for an infection to kill the player in mission. The first concept would have it kill the character after the mission is complete unless a cure was found, but a suggestion I received was to add in the infection timer, to provide more pressure in the mission itself.
In SURVIVAL HORROR itself, there will be several items that can be placed or found in a mission that can buy your character time, cure the infection, or treat the infection in a way that allows you to keep the trait. The trifold is relatively condensed with only 6 LOCKS, but a proper mission using the system will likely have double or triple that amount. Factor in the actual chances of infection and the power you get while infected, and you get a mixture of high risk and high reward. As well, each system is gonna be designed to be modular, so if want the infection to spread only at key moments or based on vibes, that is just as valid as puzzle progression!
big time spooky vibes from the game I’m too scared to play.
Really like the concept of the time progression system where it gets scarier because you accomplish objectives. Not my main genre but I could see this really hitting for friends of mine
agree that this is setting up for a very cool larger project and I’d look forward to reading more!
Very well done. It has some very cool ideas and Delta Green vibes (thinking about adventures like Convergence and Puppet Shows & Shadow Plays)
Break locks and avoid a centipedal parasite as you scramble to rescue a hostage in this well-explained 1-pager.
This trifold looks like a solid setup for a one-shot. I wish the map was a bit bigger. The idea of a toolkit to mod onto existing enemies to add a new twist to all the other cool adventures out there is a great idea, especially if it's designed to roll random combos of the elements of a STRAIN.


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