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A jam submission

We're not meant to be hereView project page

Your group is lost within enemy territory, it is dark and they haven't seen you yet. Perfect time for an Ambush.
Submitted by stonehorse — 8 hours, 24 minutes before the deadline
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We're not meant to be here's itch.io page

Results

CriteriaRankScore*Raw Score
Design#113.4443.444
Overall#142.9632.963
Originality#173.3333.333
Adherence to the Theme#182.1112.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Nice little game. 

My comments on synergy would be that you've got a lot of things that give bonuses, but they aren't ever more than the bonus itself. There's nothing in your game that produces a benefit if you combine two effects; the result of everything is the sum of the two things acting together, never any more than that. 

I'd also try to find a way to give the player more decisions. Currently the only thing to do is attack, and if you're not doing that the model isn't doing anything else. You've done some interesting things with the Action Points and the Spearmen, but I don't feel it's enough. Currently the game mostly will function with limited player input, and it will devolve into a lot of rolling and very little decision-making once combat starts. 

You also need to work on your math. As it stands, the Elite has a 50% chance of killing the Hero outright (a 7+ on 2d6 is 50%, and in melee the R + 1 of the Hero is 4, which causes 3 damage, which kills the Hero), and the Brute's chances are far better (a 10+ on 3d6 is 50%, so a 7 is considerably better but exact numbers are out of my head atm). This is all frustrated by the fact that there's no maneuverability or decision-making on the player's part; you have to get in there to attack, and there's nothing you can really do about that. There's no mitigation at all. 

Which brings me to the Noise Tokens. As written, there's no reason to use more than one character during a turn. Noise tokens will force monsters to attack that model unless there's other models in contact with them. Since the Hero is the most survivable and the most capable of killing other models, it should be the Archer (with the Handgun), until the Hero is in contact, and then the Hero should just take all actions until he's killed or you win. I guess my point is Noise is super easy to cheese. 

So that's a lot but I think there's a neat little game in here if you can tighten it up. Particularly how Noise and Actions work. 

Developer

Thanks for the great feedback.

I see your point on synergy. Originally I had some actions which allowed adjacent models to do more, one was a rest action, which allowed models to remove noise tokens. One was a guard action which increased their R value. 

There were also a few other missions, escape, and loot.

However it took the game into 2 pages, which is something I wanted to avoid. Seems with out them the game lost some crucial elements.

The Hero is I think a little bit too powerful in combat, I think lowering their A to be the same as a Warrior might help.

The Enemies are meant to be a challenge, with their limit to one move and one attack a turn I thought it would balance out their damage output. My thinking was that tontake out the big hitters (Brutes and Elites), the team need to bloody them before rushing in.

Again thanks for the very useful feedback. I'll have a think and a play about and see if I can nail it down.

Submitted

love the solo rules using noise tokens!  I’m a sucker for solo rules, even simple ones.

Developer(+1)

Cheers, the noise tokens are also part of the difference between the team members. While the Hero is a better fighter, he would need 2 action points to move and fight, the spear warrior, can move and fight for 1.

Which means the spear fighter makes less sound, so good at striking and not being jumped on afterwards.

Submitted(+1)

the actions section could use some formatting. Otherwise it feels easygoing and cool. Great as a kitchen skirmish game (which format I love BTW)

Developer(+1)

Cheers, it was written on word using a smartphone, which is hard to tell how it will look in the OPR layout. Think that has a part to play in the format issue. 

Submitted

wow, that's bold, doing it on a smartphone.