Tabletop Simulator

Tabletop Simulator

Lethal Company (Fan Board Game)
CSQRB 31 Jan, 2024 @ 10:35am
My solo experience and issues I found
I played this board game solo sadly. I like it's gameplay, but it has issues. Looks pretty balanced for solo gameplay, which was good in my case. And rules are not too hard, just sometimes unclear. With all that, I managed to get 29$ at the end of 2nd day on first quota with having pro flashlight only. Also I almost died in the end of 2nd day (I was pursued by a thumper while having a snare flea on head because of unlucky apparatus).

Here’s the list of issues and suggestions (sometimes):
Rules
  • In the installation guide there is nothing about that people should start in ship
  • Roaming monsters rules should say "move monster one room for each red dot on lethal dices"
  • An empty page in the end of rules
  • It's unspecified, is "adjastment tiles" also count the diagonal tiles or not. And also nothing about should they be reachable or not.
  • Stamina debuff for big items should be mentioned in their description in rules too.
  • Nothing about regenerating health in the end of the round
  • I don't know is it intended but nothing about all scrap lost if all crew has died
  • Nothing about monsters unable to get into ship
  • Connections between map tiles are not intuitive.
  • I don't know is it intended but quota works here a bit different than in the game. I.e. money is not separated from quota and only scrap you sold on latest day actually means will you meet quota or not. With that, it's a bit unclear is you get money from selling scrap for quota.
  • Monsters rules is a bit unclear:
    • I guess snare flea can attach onto you even in your turn. So it should say like "Once player is in snare flea room: ..."
    • Coilhead is unclear too. I guess it's ability is "Once one player in their room they will be attached if they wouldn't try expend one action point".
    • Coilhead's movements says that it targets the furthest player. In that case it will enter a loop, where moving to that player would cause to making other player most furthest.
    • Thumper's movement is unclear when there is no player in straight line. Also it doesn't cover the case when thumper can have two players on both sides of the line.
    • Slime movement written outside of it's "monster turn" action and also unspecified if it can attack when it reaches player in the same turn.

Gameplay
  • Monsters rarely roam so they could camp main door
  • Moving between rooms is a bit confusing.
  • There could be multiple most furthest map tiles when a monster spawns because of passing timestamp
  • You cannot take a rest with a snare flea on your head. With that, it's impossible to move while being low on stamina.

Objects
  • Items could be made as cards instead of tokens. It would make easier to put more info on them. Cons: Maybe hard to put them in rooms and also would require player's card redesign
  • If not item cards, then would be good to have item type and price at the front side of token. And some indication for items with special mechanics like bell or gift box
  • No snap points for map tiles. You can add tag for all map tiles and snappoints so only these tiles would be able to snap on them.
  • Map tiles could be more informative:
    • Distinguish fire exits i.e by adding text, info or icon.
    • Parkour room also can have it's rules on the tile itself. The same could be applied to reactor room
    • Connection arrows on sides of room tiles. Would be more intuitive than doorways
    • For tiles that have multiple zones (like parkour one) you can show that too on the tile itself
    • Back side of the tile have no difference with it slot
  • Schedule card's pointer is hard to see because it's red as the schedule card itself.
  • Figurines are too shiny.
  • Monster rules could be in their figurine's descriptions
  • Too much red color
  • A counter for money
  • Set bags in random order
  • Sometimes map tiles fall into big items bag while trying to put them into map tiles bag
  • Scavenger's model center doesn't match with it's geometry (rotation's pivot is somewhere behind the model)
  • No figurine for slime and snare flea
  • Player stamina and health is unnamed.

Suggestions
  • Maybe a flashbang. Using it in room with monster will move them in 2 rooms away. Also it discards after use.
  • Player cards with different backgrounds.
  • Stop sign be usable as a shovel.
  • Skulls on dices instead of red dots.
  • Orange schedule card because it's orange in game. Also with day counter on it.
  • Skip turn as action.
  • Instead of "Regen stamina, turn ends" on the ship: Your stamina still regenerates, but you can grab and drop items in the ship without wasting action points. You also can't leave it until your turn ends.

I can try help you with the game a bit if you want
Last edited by CSQRB; 31 Jan, 2024 @ 11:17am
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Showing 1-1 of 1 comments
Mimic_Kai  [developer] 31 Jan, 2024 @ 12:46pm 
Thank you very much for the large amount of feedback, it is very helpful.
I saw quite a few clarifications and improvements that can be made. (The coilhead is one of the most urgent)
But there are some things I did by my own design and I kept it simple because it's a project I did for fun (most of it being the visual design).

Thanks to your review, I captured 18 changes that convinced me and that I will launch in the next update.

Thank you so much and have a nice day!
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