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A jam submission

Cycle of SeasonsView project page

A game about Yanomami, time, moving land and vital resources to take care of.
Submitted by Donsoft Mini Game Division — 1 hour, 3 minutes before the deadline
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Cycle of Seasons's itch.io page

Results

CriteriaRankScore*Raw Score
Most likely to make an impact#171.9123.200
Best use of the theme#212.1513.600
Gameplay#271.3152.200
Overall#271.3862.320
Audio#300.5981.000
Graphics#300.9561.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Please let us know your team's name
Team 14

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Comments

Submitted(+1)

I wasn't able to play this, but I read over the documents. It seems like there is the seed of an interesting game here and I think if the rules were tightened up a bit it could be effective. The nature of using things on hand makes it feel almost like something people play together when they are at a climate change protest! The theme is great and I really loved how the message you are telling is woven directly into the gameplay itself.

Notes taken while reading:

I like the components section to explain what's needed to play. i like how you could play this with anything on hand, such as dried beans from the pantry

> Players are Yanomami, at farming - this line is confusing

image of gameplay board is blurry

really loved the theming of indigenous Brazil with miners being used as a blocker, great way to incorporate the theme with gameplay. Calling it the Sadness is simple but effective naming!

cost for actions: how do we see how many points we have?

the punishing nature of the gameplay looks like it helps drive home a message about what the Yanomami are facing

Submitted(+1)

Muito legal ver um jogo bem BR dentre os participantes! :D

Alguns pontos:

  • Seria legal ter algum vídeo do jogo, pra entender melhor como funciona, ou mesmo um texto exemplo de ações e consequências
  • Não é claro qual o objetivo, mecânicas (cortar, queimar.. -> segue o padrão do circulo? mas o que faz?), quando termina  e como ganha
  • Poderia ter mais ilustrações (tokens, plantas, o proprio board)
  • Me parece que seria um jogo bem legal em modo cooperativo

Se quiserem trocar mais ideia, me chamem no discord! :)

Submitted (1 edit) (+1)

I dont have folk to play a board game with but a couple of things strike me

in 'the cycle begins' there are two costs for 'cut' on the chart

otherwise up to that point it makes sense to me, players seed the chart, if a player lands on seeds they can try to take an action by rolling a 2nd die

in 'the harvest' it seems like if you have landed on seeds you can leave them alone or take them but there's no description of what burn, cut or harvest mean. I assume burn destroys the seeds, cut means you can take the seeds, and harvest means you use the 'harvest' chart and gain more seeds depending on the crop, but this isn't explained.

Then it clarifies I think that once you pass 'march' you can plant new crops again

in 'the sadness' it says throw a 3rd die if you hit summer and block that many slots... the first slots ? any slots you choose ? Are any seeds on the slot destroyed ? can you block a slot with seeds on it ?

in 'the hope' you can roll a triple to unlock a single slot. In the sadness, it seems like each player is blocking 1-6 slots each time they go around the dial. That is some terrible maths :D The more players you have the harder the game is in every way (which kinda makes ecological sense but not game sense) and on average a 4 player game would block all 12 slots on the first cycle.

My guess is that its intended the sadness only happens once per cycle (i.e. the first player to trigger it rolls) but that 'the hope' happens for every player.

But still, in that case, if a player keeps rolling high to move, they could overtake the other players again before they've even gone around once.

Obviously there's a language barrier here too so I don't wanna be too critical, it's a cool idea and i think you could definitely turn this into a nice playable game with some more tweaking of the rules to be more obvious

That all said, I think this is a great use of the theme, plant in the right season, there's essentially risk built in by the dice randomness and the chance others could take your food.

You could easily make a variant with basically the same mechanics where everyone works together as the farmers for a village and people die off if you don't have enough food for them each season.