Forsaken - par Game Trayz Lab - livraison décembre 2023

Je viens de regarder la vidéo du solo mode. Je pense qu’il est bien construit mais il importe de préciser quelques points pour ceux tentés par ce mode.

De mon point de vue je distinguerais plusieurs types de solo :

  • le SOLO SCORE : on gagne des VP et une échelle indique en fin de partie le niveau. On joue jusqu’au bout mais le défi est limité
  • le SOLO PvP : le solo simule un autre joueur qui joue contre soi ou interagit avec l’environnement. Il est possible de perdre. La complexité de l’algorithme de l’automa importe beaucoup mais également son support. Ainsi l’automa des jeux Eklund est bon mais juste une chierie a dérouler. A l’inverse Escape Plan, Scythe et autres utilisent un automa avec des jeux de cartes. Le sujet est la capacité d’adaptabilité de l’Automata à votre jeu.
  • le SOLO PvE: correspond de mon point de vue à des jeux nativement prévus pour être joués en solo. Par contre la difficulté peut être grande ou il peut y avoir besoin de jouer en soluo.

En ce qui me concerne j’ai une préférence pour le SOLO PvE (Player versus Environment) mais si le SOLO PvP est bien conçu je peux me laisser tenter.

Forsaken me parait en premier abord combiner les deux premiers types de solo : du SOLO PvP avec une sous-partie en SOLO SCORE. Si j’ai bien compris c’est pour moi l’option la moins intéressante. Ce serait bien dommage car la mécanique générale et le matos me tentent énormément.

D’autres ont compris comme moi ?

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J’ai hésité jusqu’à la dernière seconde mais je l’ai gardé… Trop gros coup de cœur !

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J’ai raté la fin du KS. C’est Le jeu ma bonne Lucette

Bien heureuse que le dernier perso ait été débloqué!!

Un peu de lore :

The occasional space trucker may run longer hauls between nearby worlds, transporting unique commodities in rigs massive enough to make the trip worthwhile. One such space trucker is Big Watta Bimphro.

Hauling cargo has never been the safest line of work, but when Big Watta dusts down on Thyrria, her buyers cross the line. They render Big Watta unconscious with a toxin, take her two cubs–Lil Watta and Femryk–and leave her with a grim ultimatum: truck what they want, when they want, if she ever hopes to see her kids again.

Enraged, Nurturing, and Everything In-Between
Lil Watta and Femryk each have their own “Cub card,” which has a lost and a found side. As long as a cub is missing (like at the start of Big Watta’s core story arc), their card is set to its lost side, which features a different set of effects.

Each sidecomeswith its own advantagesand disadvantages, and those are leveragedby the other elements in Big Watta’s kit–like her Cub Tracker, or certain spaces on her legend loop.

While the cubs are lost, Watta is extremely driven. She’ll often be moving extra fast, hitting extra hard, and tearing through anything that stands in her way.

While one or both cubs are at her side, she starts to play things more safely. Instead of recklessly going all out, she’ll be able to mitigate damage and random results, and protect herself and her family from anything that comes at them.

However you navigate your story arc determines the fate of your family, and the effects in your kit reflect that every step of the way!

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Oui c’est ce que j’ai compris aussi. dans la partie il a gagné en ayant plus de point que le faux joueur sans completer son histoire. Dans les commentaires il a dit qu’il y aurait une variante ou pour gagner tu dois completer ton histoire…

Ce qui m’a pas plu est que j’ai pas eu de coup de coeur en le regardant jouer et comme j’ai trop deja de jeu.

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Au moins celui-là tu ne l’auras pas avant nous :stuck_out_tongue:

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Si je compare la partie solo aux parties multij que j’ai pu voir, j’ai trouvé que le solo emulait plutôt bien le sentinement de « course » entre les joueurs (faut pas oublier que l’objectif c’est de se faire un bon moteur basé sur des embranchements d’histoire et ainsi gagner des points), et il avait l’air plutôt facile à gérer, tout en mettant une pression différente selon le personnage. J’en ai été plutôt convaincu!

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Update de novembre avec annonce du report de quelques semaines pour le PM…

Update #30 - November 2022 First Friday Update

Hey again everyone! We’re checking in with November’s first Friday update. Remember, we’ll be posting regularly on the first Friday of every month to keep you in the loop as best we can.

How did October Go?

October went very well overall, and I’m pleased to report that we’re ever-so-slightly ahead of my projected timeline.

  • Writing - Great news! This was a super productive month, and we’ve finished a draft for every encounter in the game (including their encounter guide entries and spinoff components). We’ve also overhauled a few of our character story arcs. The next big task is the rest of the class module system, which we first developed based on reviewer feedback we received over the summer. The bad news is that each of these modules actually has more writing than the character arcs; the good news is that we’ve made good progress, and that we can write the rest of these concurrently as we test and develop them.
  • Development - Travis and I took some time off after the campaign ended, but after a brief break we’re back at it hammering away at the remaining content. We’ve implemented our round of feedback that we got from reviewers and during the campaign, and we’re loving the way everything feels. We’ve also been drizzling new content into our plays. We’re happy to report that development is all on schedule.
  • Pre-Production - As expected, there’s been little movement here in finishing up the game assets. We need to lock everything in with the writing and development first before we have our graphics team lock everything in for final components.

What’s the Story with the Pledge Manager?

We mentioned in our last update that we were aiming to have the Pledge Manager up by the first week of November (or hopefully even sooner). The sooner we put that up ahead of the holiday season, the better it is for us!

However, we need to delay the pledge manager launch by a bit - likely 2-3 weeks.

The reason we’re pushing it back is because of some good news. We’re not ready to announce any specifics yet, but we’ve been in advanced talks with potential partners for worldwide retail distribution. These partnerships come with the potential to pivot our shipping strategy, which can help us mitigate a lot of our risks.

Now, here’s why that’s making us push things back, and why it migth matter to you: the more of our risks that we can mitigate, the wider a catalog of options we can offer through the pledge manager. With these partnerships available, we’ll be able to expand our pledge manager options and make other Game Trayz products available around the world at the best prices we can offer!

So, we’re waiting a bit longer to see how everything pans out, and will have everything ready to share as soon as possible. Sorry for the delay

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Nouvelle update pour commencer l’année avec l’ouverture du PM pour le vendredi 13 et les ajustements de prix pour le shipping (mais pas pour notre zone)…

Update #32 - January 2023 - First Friday Update

Hello and happy New Year everyone! I hope you had a fantastic set of holidays, and you’re ready to hear allllllll about our progress on Forsaken! First things first, our project overview:

The Forsaken Pledge Manager Opens on Friday the 13th!

At long last, we have a date for the launch of our pledge manager! For those unfamiliar, the pledge manager is a third party service commonly used after crowdfunding campaigns where you can log in and…well… manage your pledge. It lets you update your personal and shipping information, make late pledges, and even add or remove items from your pledge.

The pledge manager will remain open for as long as we can keep it: likely until we need to finalize our order quantity with the manufacturer this summer. It’s critically important for every backer to log in to the pledge manager before it closes and lock in their pledge, or else you may end up receiving a refund instead of your game! Don’t worry though—we’ll send out billions of reminders.

We’ll be blasting that link this coming Friday, January the 13th on every channel we have, including through another kickstarter update. And before you take your first look at the PM, I want to give you a heads up on a few things to expect: some good, and some bad.

  1. An exciting lineup of supplemental products will be available for purchase! - Hey, let’s start with the good news! We’ve handpicked a few additional Game Trayz products that we’re going to make available through the pledge manager, and this may be the first time they’re available to (affordably) ship to your country. This includes a few of the standard Trayz that are available through our main website, but it also includes a special set of custom sleeves in quantities and sizes that we can guarantee will fit both the cards and the storage.

  2. We’ve updated our shipping rates - Now for the bad news. Over the last few months, we’ve been honing in on more exact product weight and dimensions and getting more detailed quotes. We’ve adjusted our rates for some shipping zones to reflect the best and most up-to-date information we have available.

Specifically, here’s what you can expect to see on those shipping rates. (Refer to the main KS page to determine your country’s shipping zone).

On a personal note, I hate this, and I was deeply hoping it wouldn’t be necessary. We even considered just eating more of the shipping costs to avoid rocking the boat, and to maintain our good relationship with our followers. Even though this rate increase hasn’t departed from the promises we made to you during the campaign, shipping is already uncomfortably expensive for everyone, and I realize this is not going to create any good feelings.

We agonized over this decision, but ultimately landed here because we know the stakes. I’m familiar enough with the process to recognize these numbers as an existential threat, and I’ve known too many earnest creators that have ended up in the red on amazing projects because of avoidable shipping fiascos, If I’m being honest, I’m absolutely terrified of that happening to us. I love you all for backing Forsaken, and I want to spare you any discomfort that I possibly can, but I also love to make games, and I want to have the option of continuing to do that.

I hope that you want us to keep making games as well. This is how we get there.

In particular, I’d like to apologize to our backers in New Zealand. Some of you asked why shipping to NZ was relatively low in the comments, and I realized after our launch that we listed NZ in the wrong zone. We’re sticking to our promise not to increase rates beyond 20% of what we showed in the Kickstarter, but we did push it all the way to the limit there.

Development and QA Update

Hey, you’re probably here to read about more than shipping rates and pledge managers. Let’s talk about our progress on the game itself!

Overall, our pace of work has been excellent—especially considering the holidays. Travis and I have been grinding away. There’s a point in a big project like this where the team starts to get very good not just at designing, but designing that project, and that’s where we’re at right now. We’ve gotten very good at making Forsaken, and the result of that is that we’ve become effective in finding all the squeaky wheels and applying the right fixes.

Our original goal was to complete all development for the new content by the end of December. While we’re virtually there, we still have a few of the characters and modules that are under-tested, and I’m not comfortable checking this off until we’ve locked those in.

Since we can’t run our final QA series until this is finished, that means the time we spend here is pushing the timeline. I think we can expect the built-in padding in our timeline to absorb this, but we won’t know the full impact for sure until later this summer.

Writing, Now with Voice and Tone!

One of the benefits of this extra development time is that it’s created a pocket for some rewrites. In testing, we found that some of the characters just felt more alive than others. For example, take this introduction to Killquick Quipsallak’s story (Note that these card images are not final):

Now, compare it to this introduction to Nyne’s story:

The first one is kinda fun to read, and it shows you who Killquick is. The second one is kinda dry, and it tells you who Nyne is.

Well, Nyne is a whole and complete person (with a chainsaw arm), and she deserves better than that. She’s one of the characters we’re aiming to rewrite with a better and more personalized tone. For a game that’s so driven by its weird and unique characters, that’s super important to us.

This set of rewrites is using the same window of time as the development extension, so we don’t expect it to have any further impact on the timeline.

For the rest of the writing, we’re pleased to report that things are coming along very nicely. In testing, we’ve been focusing heavily on the newest encounters and stories, and this final batch of content has been honestly unhinged in all the best ways. In a single session of Forsaken, you can:

  • Shrink an alien down, store him inside your body, and smuggle him into the clinic for a heist.
  • Marry a Marriage Pod, who has found themselves stranded on Thyrria after their spouse met with an untimely decapitation.
  • Impersonate a cruel deity before the simple-minded Boffle Treefolk, ushering in a new age of blood and pain.
  • Get a very bad tattoo.
  • Adopt a Chitterwig named Chonky.
  • Help an ex-pit-fighter named Gog run for mayor, and maybe even help him find a shirt to wear.
  • Play an exhilarating round of Six Dice Yum Yum.
  • Sign a record deal with Jagga Rawk, keytarist extraordinaire.
  • …and more!

It’s been a lot of fun watching players navigate their way through these weird and memorable situations, and I’m excited for y’all to experience that!

A Promo and a FREE BOUNTY!

The Dice Tower is hosting their annual fundraising Kickstarter soon, and Game Trayz Lab is going to be part of it! Backers that support the Dice Tower Kickstarter at the « Promo Pack Archer » tier will receive a Bounty card featuring infamous intergalactic villain Vom Tasel! We just lined this up this week, and illustrator Naomi Robinson has already shared an awesome draft of the art. I can’t stop laughing at the fact that his alien head is hat-shaped.

But here’s some good news for everyone: if you don’t back the Dice Tower kickstarter, don’t worry about missing Forsaken game content. We thought it might rub backers the wrong way if we gave away Forsaken content that all-in backers would need to track down elsewhere, so we’ll be adding one additional bounty card to every copy of Forsaken above and beyond the components outlined in the Kickstarter campaign. The « Vom Tasel » promo will just be an alternate art version of this new bounty card.

That’s all I have to share for now, but I’ll be back again next week with a reminder about the pledge manager. Thanks for reading!

  • Mike and the Forsaken team

Le PM est ouvert, pour le moment je suis parti sur la boite de base uniquement, un peu de mal je dois dire pour voir si une extension vaudrait le coup !

Perso je suis tellement dans le train de la hype ce sera sûrement un all in

alors que moi, la hype ne prends vraiment pas, mais ça a l’air bien du coup boite de base… mais je suis tiédou sur ce coup :roll_eyes:

Toujours pas de vf de prévue ?

Petit CR après un playtest sur TTS. Spoil : I love this game <3

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Merci pour ce CR, mais quel dommage que le jeu ne soit pas traduit… :sob:

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Pinaise…!

merci également pour le CR, ça vient à point nommé pour me décider à compléter mon pledge

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Oui effectivement, si on ne comprend pas la langue de Shakespeare on passe complètement à côté du jeu, cela n’a plus beaucoup d’intérêt à mon sens.

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Je trouvais que dans sa description le jeu se rapprochait un peu de SW Bordure extérieure, tu es d’accord ou je suis complètement a coté de la plaque ?

Je ne connais SW bordure extérieur que de réputation, mais outre le fait qu’on incarne des genre de bounty (à mitiger, car en fait il n’y a pas de bon ou de méchant, on peut faire ce qu’on veut, et travailler/recup influence pour 3 factions différentes qui peuvent alimenter notre moteur à PV), qu’il y a des jobs avec des choses variées à accomplir, on est loin du simple pick up & delivery.

L’aspect narratif de Forsaken me semble bien plus poussé. Chaque personnage a un arc narratif à découvrir (et redecouvrir car il y a plusieurs embranchements), et le monde peut évoluer en fonction de nos décisions à chaque rencontre (volet organique). Il y a un énorme livre d’ encounter. Et ce qui est le fun c’est que tu peux décider de laisser complètement de côté ton arc narratif si tu le veux, il y a pleins d’autres manières de faire des PV. Ya pas de chemin pré défini. Du pur sandbox, qui permet de vivre une aventure! Gagne ou perdre à la limite c’est secondaire, la pression des PV force un peu l’esprit de compétition pour essayer de comboter, et personnellement je trouve que cette composante euro-narratif est extrêmement bien explorée. Les mécaniques sont au service de la thématique, les actions font du sens.

Sur bgg Forsaken est souvent comparé à Western Legend, mais malheureusement je ne connais pas le jeu.

Objectivement, si tu veux te faire ton idée, je te suggère de regarder une vidéo de gameplay. Même sans les finir en quelques tours tu as un très bon aperçu du potentiel du jeu.

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