Version 25

I’m running a bit behind on the version posts, because yesterday I already created a new version based on the feedback I collected at Ducosim. Check out below what this new version does!

What’s new?

The biggest issue I wanted to address was the inconsistency in difficulty that was caused by the random nature of Activity spawning. In particular, Activity should spawn earlier to provide a challenge and decisions for the players.

The fix comes from one of the playtesters, who suggested something in this area and prompted me to come up with this mechanic.

Right now, you roll to see if Activity spawns, which means it is more likely to spawn near the end of the game. It also has a major impact, regardless of where it spawns. Because the cost of removing it is high, some Activity will simply stay in the basement, increasing the number of dice rolled on every check.

The new version still rolls for spawning Activity, but can now also spawn it in undiscovered rooms, though still keeping the limit of 1 Activity per room. To balance this increase in Activity, only Activity in the same room as the player and any adjacent rooms are counted when making a Sanity Check. This should increase the decisions players have to make as they navigate the basement for safe locations and hopefully provides for a more consistent experience.

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