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Lifetree's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How easy to understand and use the game’s rules are | #11 | 3.240 | 3.500 |
How strongly maps are integrated into the game’s design | #13 | 3.395 | 3.667 |
How captivating the tone, feel and style of the game are | #18 | 2.777 | 3.000 |
How elegant the game’s design is | #18 | 2.623 | 2.833 |
How well the game fits the theme and goal of the jam | #18 | 2.623 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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This is an interesting board game idea - reminds me of a few video games I've tried, and I think it could be fun to see in play. I also really like the idea of having different evolutionary trees for different players.
The game looks pretty simple and quite funny; I'm not a sharp enough analyst of board games to get a sense if it's rightly balanced and the various mechanisms intersect nicely just from reading it, admittedly. As it is, it maybe looks a bit too linear, but further iterations can also add complexity if necessary.
As it is, the game's text is a bit confusing; I had to refer back and forth a couple times to get a good idea of the flow of play. The explanation themselves are quite clear, but the text's order is not super helpful: the initial description of the flow of one turn is a bit difficult to understand because the reader doesn't yet know what most of those terms mean in this context. Still, nothing that a good round of editing can't fix.
I don’t have good English writing skills. I still hope to make myself understood in this comment.
I also leave below an Italian translation of the comment, for those who want to follow the discussion anyway.
Hi Matthew!
You had a good idea for a board game based on the evolution of life forms.
I know of other games of this type (as Sam suggested before me), but there aren’t many that actively use maps. I’ll write some references at the end.
I’ll leave you some notes on the game. These are based on reading the rules only.
It might be fun to do at the table, but if one of the players is much stronger than the others, he might use this rule just to look for a draw, instead of winning by force. Maybe something more controllable is better at play.
Why did you think about building the whole map with tiles at the beginning of the game? Did you think of a solution about building during the game?
Keep developing it, I’m curious to see where you’re taking it!
Bye!
In addition to Evolution, I’m adding the following to the references to try out:
Ciao Matthew!
Hai avuto una buona idea per un gioco da tavolo basato sull’evoluzione delle forme di vita.
Ne conosco altri di questo tipo (come anche suggerito da Sam prima di me), ma non ce ne sono molti che usano delle mappe. Scrivo qualche riferimento alla fine.
Ti lascio qualche nota sul gioco. Mi baso sulla sola lettura del regolamento.
Forse è meglio qualcosa di più meccanico nel gioco.
Come mai hai pensato di costruire tutta la mappa con le tessere all’inizio della partita? Hai pensato una soluzione sulla costruzione durante la partita?
Continua a svilupparlo, sono curioso di vedere dove lo porti!
Ciao!
Oltre a Evolution, aggiungo ai riferimenti da guardare:
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 / Map
This game stood out by being one of the full board game submissions I read. It reminded me a lot of Evolution / Evolution: Climate / Oceans. Which is good, as I love those games. The addition of a map to that kind of game adds a cool mechanic. However, I don't think the map mechanic here fully addressed the theme. It's really just one map with multiple species. Maybe the different levels of competition (herbivore, predator, etc.) creates multiple views of the map? In any case the map is very important to the design.
Elegance
Regarding design, overall I thought it seemed like it would be fun. I chuckled at "resolve the conflict through arm wrestling", but I do think that rule is ableist. Perhaps you could provide other options for resolving a tie. Compared to the RPG submissions, I really felt I would have to play this to see how well balanced it is and to discover the emergent strategies.
Tone and style
Overall the text was functional. I did notice a few spelling errors, e.g. “Planes” should be “Plains.” If you iterate, perhaps adding some layout would make the game a bit more attractive, but for a jam that’s no big deal. It’s great you added your own game art. I feel like writing and erasing species names on the map might get annoying? Maybe you can use tokens or slips of paper with the species name on it instead? I’m not sure.
Easy to understand
I thought the game was easy to understand. One point is that it appears to introduce creating a species and the tree of life without explaining them (#2 on page 1). If you do that, perhaps you should link to that section of the document so players know that explanation is coming? Or just say, “see section X.”
“Add their starting species”: does that mean write in the name? (#2 on page 1) Perhaps this could be clarified.
Thanks for the opportunity to review your game.
Thanks for the feedback. I swear the whole time I was thinking "make sure you get the right planes", bit daft I ended up messing that up anyway. Thanks for the feedback on the clarity, I'm quite relieved that it's ended up that parseable , I was a bit worried about that
Regarding the second map thing, the idea I was angling at was that the "tree of life" diagrams that each player builds over the course of the game were the second "maps". I did make sure to check that people had described them as maps and as far as I can tell, they are. Perhaps I should have made that more explicit?
Good point on the arm wrestling. I think at that point I was thinking "There's already a couple ways to resolve this above this that could fail, I don't want to bog people down in another layer of 'if that doesn't work, do this' so I should put something interesting in at the end" but I probably could have chosen a better one.
Ah, I see! The tree of life could definitely be considered a map. That hadn't occurred to me.
I guess my only advice there is: can that map become a part of play rather than an artifact of it? This is a thing all the jam submissions have really made me think about. As far as I remember, you build your map as the game progresses, but there isn't really a mechanical use for the map after it is built. Maybe you are limited in the number of branches? I forget. But doing something like that, or allowing for some kind of evolutionary mechanic where you can steal past traits or steal traits from other trees could be cool. Or each level in the tree adds some mechanic - a progression or leveling up or something. You could thereby encourage or discourage diversification versus specialization. I don't remember seeing anything like that in the cards or mechanics, and it could make the tree more a part of play. Just a thought.
Nice game, it's a nice board game about the species! You also made all the tiles, the cards and so on! Nice job!
I hope you will continue iterating on this game!