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A jam submission

Smearth the GameView project page

A TRPG set in a Fantasy World with too many Elves.
Submitted by KBB (@ShoodyFlah) — 1 hour, 14 minutes before the deadline
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Smearth the Game's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#14.0004.000
Visuals#23.8333.833
Overall#33.7083.708
Mechanics#73.5003.500
Concept#83.5003.500

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Type
TRPG

Tools Used
InDesign, Procreate, Photoshop, Clip Studio Pro, Google Docs

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Comments

Submitted

So going into this blind, I'd be lying if I said that I wasn't intimidated by its size in comparison to some of the other entries on this list.  However, once I dove into it (while realizing that it was a prototype with at least half its pages missing) the game was relatively straight forward in both its explanations and its mechanics.  In short, I was impressed.

The mechanics of the game are straightforward, each action you do gives you the opportunity to earn EXP for those skills, skills in and of themselves can have special abilities inside them that offer additional options to your character, you earn 1 stat point in each category (physical, mental, and social) which can used on any stat that falls under that category, while spells cost energy and mana to produce but you can also advance them the same way that you would a weapon or skill, which allows even a simple spell like heal to gain additional perks further down the line.

The visuals are on point, even taking into account that some pages are blank as a result of being "backer rewards."  The artwork for the game is simple, colorful, yet surprisingly detailed, especially in the section that offers setting info on the deities and races beyond that seen in the character creation section.  Everything is neatly organized into clearly understood charts, abilities have a simple flowchart that shows how each step of advancement works without cluttering up the page the way that most other games unfortunately do when it comes to using flowcharts, and the game has minimal amounts of dead space, meaning that every time a page is used, practically all of it is used to give the players details on either the rules or the setting.  There are some instances where I thought that game could've been slightly better organized however (like I feel as though character creation should go before the basic rules for example) but none of this necessarily takes away from how good the visuals are right out the gate.

Overall, there's not much else to say.  If this is what the half-finished version looks like, I'm looking forward to seeing what the finished product will look like further on down the line.