SCREAM TROUGH THE VOID
Find out how the game plays in 5 slides or less and download sample cards explaining the game.
I am a big fan of Event Horizon, Alien, System Shock and other cosmic horror stories – and I think that it is a great material for a tactical story-driven board game. However, an integral part is a tension where the protagonist knows that everything hangs on the one last bullet, on their skill, not on chance. And so the dexterity element was born.
1–4 PLAYERS | 40–90 MINUTES | LIGHT-WEIGHT WITH DEXTERIETY ELEMENTS | 13+ YO
In each turn, a player has 3 actions and each can be: a) movement b) interaction with other players, changing gear and re-loading c) interacting with the board or d) using an item with an action symbol on it, including gun and fists attack. Let us say that the red player wants to attack the yellow monster, which is located two spaces away and one space to the left.
FIGHT MECHANISM
Use flicking to determine whether you hit the target. You need a good tactical thinking to get to a position where the shot is more likely to be successful: every piece of ammo counts.
FIGHT HIDEOUS MONSTERS
The ever-spawning enemies will do their best to defeat you. Be smart and prepared! The monsters' movement and attack is relosved in a few seconds so they do not crowd the game-time. Dead monsters can be looted for medipacks, clues and a,mmo, and are kept as trophies.
DEVELOP YOUR CHARACTER
Gain new skills and items via killing and looting monsters. The skill system of three skill implants (out of 12 total) and their non-linear development makes up thousands of team combinations. Looting and careful items and ammo management is crucial for winning the game.
COMPLEXITY, THEME, AND REPLAYABILITY
The game is not too complex or strategic, since it is based mostly on tactical FPS gameplay; nevertheless mindless running and shooting will get you (and your friends) killed, even more so under the pressure of play-round limit. Careful coordination followed by daring action is the beating heart of the game. The thematic missions with unique goals can be played as a campaign, where saving ammo and health points is even more vital and the survival element of the horror experience becomes prominent. Losing a mission does not mean repeating it – it means another branch of the story opens or dire setbacks are implemented to the next level, resulting in more nerve-wrecking experience.
HOW FAR ALONG IS IT?
- Core mechanics tested and finalised
- Functional prototype
- Streamling and simplification
- Wide testing the levels in different player counts
- Balancing level difficulties
Scream Through the Void is properly tested concerning all the core mechanics. They are streamlined, easy-to-learn, all are tied to the core loop of the game and enhance the player experience. What needs more testing are the levels themselves, the number of rounds available, number of clues needed for level-specific tasks, etc., especially in different number of players (even though the number of players is often used for counting dificulty). Also, while most of the game is either original or free-to-use art, the pictures of items and the character pictures are not free for commercial use and need a graphic overhaul. Moreover, I am still working on the voice recordings found in the loot crates, which enhance the story and atmosphere.
SAMPLE CARDS EXPLAINED
Have closer look at the game via the sample cards with explanations.