I really like your implementation of Suppressing Fire rule. Most intuitive version that I've ever seen.
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Breach and Clear's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #13 | 3.333 | 3.333 |
Adherence to the Theme | #15 | 3.667 | 3.667 |
Originality | #22 | 2.667 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I'm a big fan of breaching scenarios! A game designed around the instant of the breach is a great idea. I definitely want to play with some of these rules and will give my feed back when I do. I really like the "Advanced Sensor" piece of kit, but I do have a question regarding it. If enemies are revealed after a breach, isn't the sensor rendered useless if I would see who is on the other side of the entrance immediately anyways? Or can I use the sensor and then change where my entrance would be if I find something I dont like on the other side?
Sweet design! Something you might consider could be a "risk factor" of shooting when the target is near a Hostage, to replicate the risk in games like Rainbow Six of shooting a hostage and losing the game.
Rainbow Six! Great start to this, but with such a complex premise, there’s a lot of questions. When do the terrorists reveal their figures? Think this has good potential, but playtesting will mature some of the game process. Great submission!
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