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A jam submission

Lucky numbersView project page

a tabletop war game of tactics, teamwork, and dumb luck
Submitted by Samz93 — 16 hours, 52 minutes before the deadline
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Lucky numbers's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#153.5003.500
Adherence to the Theme#152.7502.750
Overall#162.9172.917
Design#202.5002.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This is very interesting. I think I would remove measuring altogether and making it a 5x5/8x8 board. I think the ruleset is so light that one more small mechanic would give the game some more stability

(1 edit)

In summary: a nice, simple idea but feels like a rushed execution.

A few typos, no clear section heading, and a few places were rule could have been explained in more details. It makes for a more confusing read than it should have been.

Suggested board size is too big, or unit move and attack range are too short. 

The trigger mechanic is a nice idea, but could be polished a bit more. As written it gets in the way of a smooth game flow as every time you roll a dice you have to keep track of the unit's number and number of all units within trigger range, excluding the unit that triggered this if there's one.

Manual trigger is a mostly useless move, it could do with a but more fleshing out. More importantly, it could have used a paragraph of description just for it instead of being lumped with automatic trigger. It's not like there wasn't enough space, with half of the page left blank.

There is no mood board, and according to the rules of the jam that was not optional.

Developer(+1)

thank you for the comment, and yes it was rushed- This is my first time entering a game jam and I was worried about just getting done in time. Their is a mood board, it's just not a part of the document ( I'm not sure if it has to be).

Submitted(+1)

So this is a very light, simple game. And I think that's fine. 

I'm sure you'd never want to Manually Trigger something (as written you'd roll a d6 and hope you score the number of a unit within 3"). The problem with Manual Trigger is two-fold, as the model that receives an extra action can do everything the original model could do. 

I actually really like the triggering mechanic in general; the automatic one, anyway, even if it is very random and could lead to a runaway leader. But it does give a reason to Push a model. 

I'm not sure you need a 2x2 board for this game. Since it seems your models all want to be within 3" of each other, movements are very small, and your attack distances are very short, you'll have a lot of unused space, and it's going to take a lot of movement to even reach the mid-point.

Speaking of unused space, I'd like to see more creative objectives. For one, your combat is terribly unexciting, though functional and simple, and I can't imagine sitting through a game rolling to hit until four models finally died. Once you were on top of each other you'd essentially be making dice rolls until one of you gave up the ghost or the game finally ended, without any real player input. The other objective is similarly uninspired but at least gives a reason to Push, if only on Turn 4. I really feel that this game, with Objectives that force a players to get into a different headspace, would elevate this simple design. 

Finally, I don't think  your special abilities are impactful enough. Or at all. They're very modest, and I feel they're so modest you'd be better off without them, for simplicity's sake. If the point is to differentiate what the model can do, then it would be best to increase their capabilities.