Play game
SoulSplash's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme: How well does the game capture the theme? | #28 | 3.500 | 3.500 |
Format and Grammar: Does it look like a finished product? | #30 | 3.000 | 3.000 |
Anticipation: How excited are you to play this game? | #34 | 2.500 | 2.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Which die/dice is at the core of the game?
d8
Leave a comment
Log in with itch.io to leave a comment.
Comments
As a disclaimer: Sadly I can't play this game during the rating period because getting a group together and setting up a campaign isn't that quick for me, so all the impressions are in the context of only reading the pdfs
On first glance, this is one of the most polished entries to the jam I have seen so far. The layouting is clean, and the minimalism works really well!
With more scrutiny however, it's evident that this is still not finished. Starting with information communication, I felt lost during reading because the game never actually told me what it was. I never learned what the intended player count is, and more importantly, the fact that Soulsplash requires a GM is only mentioned on page 6 (of 11!) mid-sentence during spellcasting procedures.
Continuing on this thread, it seems to me that characters are a bit more complex than freeform descriptions, which is totally fine and really cool! I love the use of colors to represent different aspects of the world! But then the manual needs to account for that. Give me an overview of what constitutes an Arderer; what stats do they have, when do they change (like a table with xp thresholds and corresponding changes), etc etc.
The last point I wanna mention is wording. And here I would advise that you make everything as tight as possible. The first glaring example for me is on page 3, where the rulebook tells me to choose 4 skills and improve them. For me, these two short sentences have two ways of being interpreted:
And because the game never told me about the parameters an Arderer has, I couldn't infer the correct interpretation with context either.
So then, here I am shredding your hard work to pieces. Why? Because humans have negativity bias, so any small hitch during gameplay might turn them away, even if they are really into one of your mechanics. But I only do so in good faith because those good mechanics that you have, they are good.
Skill Wounds and the Death Meter read amazingly and the freeform descriptions in the Spell List just reek of shenanigans a creative playgroup can come up with. The foundation for something great is here. (From reading the Discover Reflections chapter, the different, non-equal ways of discovering Reflections might turn out to make it unfun to play certain colors, and that's totally fine, that would be discovered during playtesting. I don't care about untested mechanics that might not work.)
Though it might not seem like it from the three quarters of negativity in my comment, I really like the premise and concept behind Soulsplash and with some thourough formatting cleanup, this could become a cool system to play!
Thanks for the feedback. I've updated the document with introductory paragraphs to better explain what the game really is and how it is played. I hope it now lies in a better state for future readers.
To be fair this is the first time I am receiving such well-structured feedback and even though I had begun losing heart on this project it has moved me once again to look into it and start searching for ways to improve it.
Yea! I just read through it and it just generally helps with getting the findamentals of the game across
I'm glad I could provide feedback for you, this is what any game dev processes boil down to, just iterating and finding different angles to things. It always helps to give your stuff to different people because everyone will find different things that are good/bad about something