Skip to main content

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

Ran it, Monograph. Headless, real clicks, 15 choices to an ending, and I read your own node graph too, so this is not a vibe.


1) The bars are dodgeable. There is a full no-dice line through the campaign where nothing ever drops below +5. My run ended Medium with Voltage +10. Every branch has a safe floor like that: Galvanic about +5, Alchemical about +2, Prometheus about 0. A player who always takes the cautious option finishes the story and never feels the -10. Collapse is real when you push a bar, but nothing forces you near it except your own appetite. If you want the danger to bite a careful player, one node needs a cost with no safe alternative.


2) Your store blurb sells "blood money" and "a high-stakes race against the clock". On the shipped default (Medium) there is no money at all, moneyCost only applies on HARD, and there is no clock anywhere in the build. Two of the four drivers in the pitch exist only on Hard. Either say "on Hard" out loud, or give Medium one turn-less pressure so the clock is not only Fritz's line about the town clock running slow.


3) Small one. At The Initial Framework, Stitch a Heavy Draft-Worker Frame costs -2 biomass, Assemble a Fast Hound-Grafted Crawler costs -1, same voltage, both land on the same next node with no flag. So the heavy frame is strictly worse with nothing buying it back. Give it a flag that pays later, or make it cheaper.


The good parts are doing real work: the -7 warning breathing red before collapse, the dice on the hybrid and the overload, sending for Fritz as the only look at the numbers on Medium. Where did you nearly lose a bar, and was it a choice or a bad roll? That is the whole test I want back.


Same eyes on mine if you want them: https://oneslicemissing.itch.io/hollow-castle