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Mindway's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How strongly maps are integrated into the game’s design | #12 | 3.429 | 3.429 |
How captivating the tone, feel and style of the game are | #17 | 3.000 | 3.000 |
How well the game fits the theme and goal of the jam | #19 | 2.571 | 2.571 |
How easy to understand and use the game’s rules are | #19 | 2.286 | 2.286 |
How elegant the game’s design is | #20 | 2.286 | 2.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Ho visto dai commenti nella community che dovresti essere italiano/a, quindi scrivo prima in questo modo e lascio il commento in inglese subito sotto per i posteri.
I saw from the comments in the community that you’re supposed to be Italian, so I write first like this and leave the commentary in English just below for future readers.
Ciao Saddy!
Gioco interessante il tuo, soprattutto per la dinamica per cui i protagonisti potrebbero per tutta la partita esser divisi, ma interagire con Yin/Yang degli altri. Credo che l’unica pecca sia che il gioco non si avvicina molto all’obiettivo della jam, ma per il resto direi che è un prototipo ben scritto e lineare.
Il gioco ha una piega molto freeform e la gestione dei personaggi Yin/Yang, legati ai protagonisti con una singola parola o definizione, rende il tutto molto veloce da giocare (una volta fatto il setup si parte subito).
Ho visto che hai già risposto a Esteban e Sam, che hanno commentato prima di me e leggendo mi hai risolto i pochi dubbi che avevo, quindi non ho nient’altro da segnalare.
Grazie di aver condiviso il tuo gioco! Ciao!
Hi Saddy!
Your game is interesting, especially for the dynamics that the protagonists may be divided throughout the game, but interact with other players’ Yin/Yang characters. I think the only thing wrong with it is that the game doesn’t come very close to the goal of the jam, but otherwise I’d say it’s a well written and linear prototype.
The game has a very freeform tone and the handling of the Yin/Yang characters, linked to the protagonists with a single word or definition, makes it very fast to play (once setup is done you start immediately).
I saw that you’ve already replied to Esteban and Sam, who commented before me and by reading you solved the few doubts I had, so I have nothing else to report.
Thanks for sharing your game! Bye!
Grazie del commento! :)
Hey, thanks for the submission. With the big caveat that I haven’t actually played the game, just read it, here’s my review.
Theme / Maps
The world map is central to the game, but I don't think it addressed the theme? As far as I can tell, there is one world map with multiple characters. But the "scale or scope" of the map is singular. The use of Sense8-style clusters is cool, but it didn't feel to me like the mechanics explore the differences enough to address the theme. That's a really challenging concept to design for though, so I think the way you went at it with Yin and Yang was an interesting approach. That challenge alone makes the game worth pursuing, in my mind.
Tone and style
I found it a bit hard to find a tone in the text, as it was a bit hard to understand. I also was a bit confused by some of the examples, e.g. "violent", "sad", "apathetic", "energetic", "sexy", "too much", "not enough", "lonely", "ronin": ronin seems like it doesn't fit?
Elegance
I had trouble picturing how the pull between Yin and Yang would affect the game. I got the theme and that the characters were meant to be challenged by Yin and Yang, but had trouble seeing how the mechanics reinforced that.
Easy to understand
My main issue was that I found it a bit hard to read and understand the rules. Perhaps if you revise the game after the jam, you can find someone willing to help copy-edit? There were a lot of run on sentences that made reading it challenging. A thorough copy-edit might make it easier to see the shape of the game within the text.
Thanks for the opportunity to review your game.
Hey! Thank you very much for your feedback!
I get all your points and I agree with almost every ones.
Theme/Maps
Yes, I didn't go in details on the theme. I had little time to join the jam, so I decided to put all the effort into the raw rules part.
Regarding the two maps you right but I was trying to stretch the borders of the theme, the map during the game is representing at the same time two different things at the same time in my mind:
1- The physical distance of the people
2- The emotional closeness of the people
I could have laid down the same concept in two different maps or by having all the player have a fixed map in front of them that was able to communicate with the map of the other player(actually, this idea is a good abstraction of the sense8 characters scattered around the world) but it seemed more elegant like this for a mechanic point of view at the time, so I choose to stick to it.
Tone and style
Yes, I should have done better examples, it is true, but I laid out the game as the first draft for a first playtest, so for me this submission is a bit messy but contains everything that I need to test for choosing what to keep, what to waste and what to change. :)
Elegance
Without a first test, I'm not able to tell you if it works properly, anyway the end of a scene should make the map change in a way that pulls the Protagonist closer to one of the two other characters, Yin and Yang.
Easy to understand
English is not my main language so I think this part of the reasons why the rules are not very clear.
Thank you for telling me. :)
Thank you again for the feedback Sam, I appreciated it so much! :D
This really helps me understand some of what I was struggling to understand from reading the game as-is. I think adding a graphical element - an actual laid out, almost game-board like Emotional Closeness Map - that was entirely conceptual, would really bring that part home. I would love to try this game where my physical proximity is one half of play, but my emotional proximity is also in play. That would be amazing!!
Very cool idea! I haven't watched Sense8 so I might not be the target audience and/or I might miss some context that makes the game more understandable, I dunno. Here are my questions and comments:
* Regarding the territories: the examples suggest that it's out in the open (mountains, rivers, forests). Is that important? Does it make any difference what those places are?
* Possibly related: In the fiction, how does the character look for the Yin/Yang? Are the characters literally travelling (in the wilderness?), looking for something they miss in their lives? Kind of like pilgrims?
* When describing the scenes, the text says "The Protagonist is alone by himself and is thinking...". Does that mean that there isn't any "action" in those scenes? There aren't any other characters? No conversations?
* The second point in "All the other scene" makes Yin always win. I re-read the description (Yang is something to reach, and Yin is something that is missed) and that made me think that maybe Yang is supposed to represent something to strive for, and Yin is supposed to represent safety and comfort. Is that the case, or something similar? If so, I think it should be clear in the rules so it's easier to come up with Yins and Yangs that make sense.
* Related: It would be very useful to have a longer list of examples for Yin/Yang! Especially if they are supposed to be different.
* Is "Light/Dark" = Yin/Yang?
* It would be nice to have a way to flesh out the characters a bit more, so it's easier to come up with scenes and struggles. It feels like it lacks context.
* Generally, it would be very useful to have an example game. Maybe not a full game, but a couple of rounds to get the hang of it and see the "shape" of the game.
* The example image should definitely have numbers or drawings so the hexagons are easy to identify! I got confused at first.
* Somewhat minor issue: it would be nice to not assume he/him for characters!
Wow! So many questions! Thank you!
So, in oreder