Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

ROOT Teamfight TacticsView project page

Submitted by Nhimm — 9 days, 13 hours before the deadline
Add to collection

Play game

ROOT Teamfight Tactics's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity/Uniqueness#124.0004.000
Clarity of Rules/Mechanics#282.5912.591
Use of This Year's Theme#331.9091.909

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

Yes

Includes PnP?

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I like the economy of getting coins to later spend for different actions. It does seem that leveling up is almost too easy though. Of course, it means that you will have less card draw and less warriors in the Training Area, but you'll receive more coins each turn which might make up for that.

Some really cool choices about when to level up and how to upgrade your warriors. And how your warriors get stronger and stronger as the game progresses. If your training area is full and you lose a 3 star warrior do they go back to the supply or can you swap them with a lower level warrior in the training area so that that one gets discarded. It would be pretty painful if you spend a few turns improving a warrior only to lose him when you have no space left.

Really creative ideas here and cool mechanics!

Developer

Thank you for your feedback! In this faction, leveling up and Upgrade both require coins, so just leveling up is usually enough to use up all your actions. This faction also relies heavily on having a large number of cards to recruit warriors. The higher you level up, the fewer warriors you’ll have access to, making it harder to rank up further.

If your Training Area is full and a 3-star warrior gets removed, you will definitely lose that 3-star warrior. That’s actually a critical weakness of the faction—you need to carefully decide which warriors to remove first in order to keep the best 3-star warriors.

Once again, thank you very much!

Submitted(+1)

Ah very interesting, so you have to be really careful if your Training Area is getting full. You can only level up twice per game, right? Or is there a way for your level to go back down? Assuming you start at level 1, wouldn't you only need to spend 2 coins to get to level 3? Not that you'd want to do that right away.

Developer

Exactly — it only takes 2 coins to reach the maximum level, but doing so comes with significant drawbacks. Most importantly, there’s absolutely no way to level down — once you go up, there’s no turning back!

That’s why careful resource management is crucial in this game. You need to think strategically about when to level up, how it affects your card draw, and whether your current board can support the loss of access to lower-tier warriors. It’s not just about having the coins — it’s about whether the timing is right and whether your faction can handle the consequences.

So yes, while leveling up sounds easy on paper, it’s a decision that carries a lot of weight.

Submitted(+1)

I came here for the faction and stayed for the storytelling. You've obviously put a lotta thought into the story you wanted to tell, supporting it with the mechanics, board layout, and goals of the faction. 

Cause yeah your board is top notch, not to mention the cards. It all looks very professional, and mechanically well thought out and considered. 

I think the level up mechanism is fun, though I wonder if it could be tied to something else other than coins? Since coins are important to use for your other actions, and I can see levelling up twice to start the game and then never again. Maybe levelling up to increase your "X" variable can be a fun little mission or puzzle. To keep on theme, maybe the story is that you have better training and equipment?

Of course I'd have to see how all this plays out in a real game. Love the submission :)

Developer(+1)

The higher you level up, the more coins you’ll gain during the Birdsong phase. However, you’ll draw fewer cards at the end of your turn. Cards are essential for recruiting warriors, as you need to discard them to recruit warriors in the Application system. Thank you for your feedback, wish you a great day!

Submitted(+1)

This seems like a lot of fun! 

The way different suited warriors have different uses certainly makes for a nice puzzle and the mechanics are super-unique! 

Can you clarify what your approach to the Swarm theme was here? It's not immediately clear to me...

Other than that, nice job!

Developer

To upgrade your warriors, you need to concentrate them in a single clearing— they must swarm together. Once upgraded, they become stronger and more effective. The core idea of the faction is that swarming is not just a theme, but a requirement to evolve. I wanted to represent the concept of strength in numbers, where gathering together is the key to gaining power.

Submitted

Very true, I apologize that I didn't pick up on that. Makes a lot of sense, thanks for clarifying! 

Developer

No worries at all! I'm really glad it makes more sense now — and I appreciate you taking the time to ask and engage ;3

Submitted(+1)

Really great ideas here!  I like the idea of warriors upgrading and gaining special abilities.  And the theme of it being a duel just elevates the stakes!  I also like how your current Level gives you access to those stronger warriors, but limits you board in other ways.  

There were a couple pieces of information that I found a bit confusing on my first read through the board.  Referring to "Level" as "X" might work to save space, but I felt it's less intuitive than using the full name.  Also, I found the name "Training Ground" to be a bit misleading, since there's no real "training" or "improving" going on.  Since it was the place where wounded warriors go, and they can't fight back if attacked, would it make sense to call it a "hospital"?

Developer

Thank you so much for the feedback! ;3

I chose to refer to Level as "X" because I saw that convention used in a few other fanmade factions, and I liked how it helps save space and keep the board layout cleaner. "X" is short and functional, even if it's a bit abstract at first glance.

As for the "Training Area" name — I totally get your point! I was actually avoiding the word "Hospital" because it's already used in the Marquise de Cat's "Field Hospital" ability, and I wanted something that fits better with the lore I had in mind for this faction. That said, your comment definitely gives me something to think about — I may consider a name change in the future.

Really appreciate your thoughtful insights!

Submitted(+1)

I really enjoy the concept of implementing TFT mechanics into Root. Points for creativity!

Developer

Thank you so much for your feedback! I'm really glad you enjoyed the TFT-Root idea — your feedback means a lot and keeps me motivated!