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No Rest for the divine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #2 | 4.158 | 4.158 |
Adherence to the Theme | #11 | 3.053 | 3.053 |
Overall | #11 | 3.333 | 3.333 |
Design | #18 | 2.789 | 2.789 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Quick clarification: do you discard cards when *your own* units or temples are removed, or when you remove one *of your opponent's* units or temples? I think it's the first one, but it seems like it could be the second?
I also assumed the first one, but yeah it's not 100% clear.
I'm also assuming you discard them from you draw pile directly or else it's not much use. And you can probably only use each divine power once per round.
Page 1, Column 2, The Influence Phase: 'The players roll of' should be 'the players roll *off*', the rest of the sentence would probably be better phrased as 'the order players act in each phase for the turn'. The entire following paragraph needs work. "A player may place one" can be removed and makes that entire sentence more legible. Players are not required to place any orders would be a better phrasing as well. The unit chart(s) are also formatted a touch awkwardly.
I'm not sure that the interpretation check on orders isn't going a bit too much into the weeds. It leans into the theme of foolish mortals, and while I like the notion of variable difficulty activation rolls, I believe there's too much else going on to make this idea work here. That said, I might steal the notion in the future, as it adds a fair amount of player choice and strategy while not adding too much complexity. I'm not sure I like the distinction of adding more attack rolls instead of modifying the hit roll, but it could be argued either way, and makes the defense math a bit more consistent. I understand the intent of the chart of mortal idiocy, but I think the double movement is a touch too much, changing the struggling with the actions of your followers into an actual chore, rather than a compelling element. This also squares somewhat poorly with the divine powers, many of which involve preserving your units.
How well does this match the Jam's theme? I can see the notion of 'redefining failure' with the attempt to destroy your own shrines and preserve the enemies, but to be honest, that's mostly just a color swap, and given the obscured placement is really mostly academic. I don't think this really matches the Jam theme very tightly. I'm also inclined to rate the design as being somewhat weak based on my criticisms above. And while I'm aware of the time constraints this was developed under, the grammar and writing issues also hurt this game. This is however a very strong game in originality, with the struggle against your own units, and a few mechanics that are both novel and interesting, notably the assignment of divine power.
Can you go into greater depth about how the theme of Redesigning Failure applies to this game? Also, you’re trying to destroy your own temples right?
So, if your mortals are within double movement distance of an enemy temple and you get a moment of Mortal Idiocy, then wouldn’t that push your opponent a 1/4 closer to victory as the first option?
I haven’t been able to playtest yet, but I’m excited!
Yes you're right, the idea of the game is you are fighting both against your opponent and you own army as your devoted fools unknowingly attempt to sabotage your divine plan. the idea is that though you cant control all of your followers the rest are predictable allowing you to strategise. For the redesigning failure aspect I didn't think to deeply on it as I was in a bit of a rush but the main idea is in this game, killing your own army and destroying your own objectives is the win condition rather than that being the normal failure condition. Thanks for the feedback.