Bundle Funding and Mission Design


ASCiaLC is part of a couple of bundles in the latter portion of'22, including the Tabletop Sci-Fi Bundle from the Sprinting Owl Bundle Club and the upcoming Ind of the Year '22. I'll be shaving my cut from those off the top of the game's itchfunding goal, $10 at a time and then whatever is left after the bundles close. I think that will rapidly speed up my ability to cover the cost of some, ahem, cover art, and may open up the door to itchfunding for more pieces down the road.

In terms of actual game design work, I've mentioned here and there that I'm working on framing the missions and then examples of same. For this round I'm still thinking of two examples for each kind of mission although I think I'd want the FinalNoReally.pdf to have more. As for the framework, I'm broadly thinking that each should have a tracker for the number of successes - get that number of successes and you've completed the mission and get its rewards, so how many successes you need would be a good measure of how challenging the mission is. I'm also thinking of each mission having a recommended Difficulty Rating - maybe that Difficulty Rating could change depending on what Department you'd use? 

Somewhat more nebulous, perhaps each mission could have some Recommended Complications for GMs to hand out on failed rolls, ranging from extra damage to increased Enemy Pressure to actual complications like a visiting dignitary taking offense or a patrol gunship dropping in among the fleet. 

Anyway I'm taking another stab at National Game Design Month in November and helping to run said Ind of the Year bundle, so this game design chase will be a long chase in and of itself, but hang in there: the Fleet which reach its final goal sure enough!

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