Seamus76 wrote:You're becoming a master of conditional borders.
I see purple cards, but no purple doors. I see blue doors, ex. Coffee Lounge. Is that supposed to be a purple door? If so, they do not look like the same color to me.
EricPhail wrote:When you simplified the map, did you deliberately remove the hold at least one room or die losing condition, or is it still intended but just absent from the legend?
EricPhail wrote:Map of region bonuses says "closits [sic] no bonus" should now read "stairs no bonus"
EricPhail wrote:Assuming the hallways start neutral, what is/will be the neutral value (if they are starting positions: how are you making sure all players start with a fair balance of rooms and halls - given the decay and losing condition?)
EricPhail wrote:one other thing I've noticed the area around hallway 20 has a lot of purple (dark blue what colour are you calling that keycard?) doors (might be an idea for the lab 3 or head scientist office doors to be red)
EricPhail wrote:finally: it is possible to be in positions where you won't lose but CAN'T win save by time out: is there any way to avoid leaving freemiums trapped (bar deadbeating) for days in a game they couldn't win even if the other players tried to help them?
EricPhail wrote:One final graphical nitpick please remove the unused doorways between Security 2/Hallway 2 ans conference room2/hallway 6
to avoid people thinking those are actually passage
EricPhail wrote:Actually the entire area around hallway 20 is a trap (needs unlocked passage to a keycard that will allow it to eventually return to the body of the facility)
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