A Strange Sinking Feeling by Ratstail91

Ludum Caves. A deep network of interconnected tunnels and caves that criss cross the ground beneath the great western woods.
It’s said that these caves are home to creatures found nowhere else in the world - monstrosities that shatter the mind at a touch, animals that walk on their hind legs like humans, and other creatures straight out of fiction.
You didn’t believe any of the stories. To you, the caves were simply a thrill seeker’s paradise. You weren’t exactly planning on spending more than a day down here, but a sudden earthquake has caused the tunnel behind you to collapse, and others ahead of you to open up.
Now, you need to find your way out of this labyrinthine cave system before it becomes your grave. Unfortunately, it seems something else really is down here after all...
| Other (web) | https://krgamestudios.com/astrangesinkingfeeling |
| Original URL | https://ldjam.com/events/ludum-dare/42/a-strange-sinking-feeling |
Ratings
| Overall | 448th | 3.237⭐ | 21🧑⚖️ |
| Fun | 510th | 2.944⭐ | 20🧑⚖️ |
| Innovation | 90th | 3.778⭐ | 20🧑⚖️ |
| Theme | 661th | 2.694⭐ | 20🧑⚖️ |
| Mood | 260th | 3.139⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 19🗨️ |
The underground river, which I kept rolling, seems overpowered ;). It's a little unclear as to whether not not an agility test is required to climb the 30 meters, as the section about agility just mentions climbing 10 meters - unless I'm supposed to make 3 agility tests for that one?
I made it up to 150 meters before I had to move on to other things, was fun though!
The manual needs more hand-painted artwork.
I like that there's alternate ways to make progress based on which stat you favor for restoring with sanity. Strength helps you win more fights that would otherwise make you lose progress. Intelligence helps you win friends to help you climb faster. Agility helps you make slower but consistent progress.
The game feels like it drags on after a while, though. A lot of encounters don't really do anything after some point, for example the golem and the gnomes after I've already gotten treasure. And you rarely ever have a one-on-one fight, since you're most likely to encounter pigmen (1d6 or 3d6) and moles (1d6). My first combat was against 16 pigmen, which I lost at the 5th. And I rarely won combat against such massive numbers, the only times I succeeded were against a single mole, a pair of them, and a lucky break against 6 pigmen.
I would recommend reducing the length of the game somehow, and the size of the encounters. You can always make a fight tougher by increasing a creature's strength. Maybe also make persuasion against high intelligence creatures worth doing by increasing the reward to 20 meters or so?
@cbdevilla Thanks! It can drag on, but ultimately, what I want the game to do is to induce the "sinking feeling" from the title, as your stats run away from you. I'm impressed that you made it to 50 meters. You can always adjust the difficulty by changing how deep you begin at; that's the beauty of PnP games. Increasing the helping hand to 20 meters might be something I try eventually. Did you try getting help from the gnomes and the treasure golem?
(Actually, now that I think about it, a big chunk of the second half of my run was spent not making any further agility tests to climb because it had gotten too low to be reliable, which became a monotonous string of mostly ignoring everything that aren't pigmen, moles, or underground rivers.)
This is just my personal playstyle, but I'm not usually a big risk-taker, so I never attempted to get help from the gnomes. They're a 50/50 chance at best since your stats never go higher than 12, and failing means I lose intelligence for any further attempts. Safer to leave them be and get help from pigmen instead. As for the treasure golem, you don't have it marked as "Can Talk", so I didn't think you could get help from it.
- making the combat challenges take less die roles would be useful and simpler math..
- I didn't really feel like there was much player agency (which is the big thing with choose your own adventure/RPG type games)... there was the choice of when to spend SAN and occasionally a few other choices... but they weren't every very interesting choices. almost always one of them was clearly mathematically superior.