As I've said, I'm obsessed with this. This adds megaworks into the game in a way that feels natural within the Root universe, and the fantasy of constructing these hulking automata from the resources available is really captivating. My two main notes are that the action system seems a little punishing to bad draws and I'm not really sure what the sentinel does as the only clearing you really want to defend in particular is the one with the collector, but they can't be in the same clearing.
Viewing post in Collegium of Alfaromancy jam comments
I'm glad you like it :). About the sentinel, I thought it could be very useful to build it first in maps where dominating a clearing (like the mountain) or controlling certain bottlenecks (like winter) is very important. Regarding the issue of actions and cards, I share your concern; for example, starting the game with 3 birds can lead to a horrible second turn XD. I couldn’t test a lot of these situations due to time restrictions from the jam XD, but I'm already making the prints to do the first round of testing with my group this weekend. I'll keep you posted XD.
what if you could use 2 diferent suits for each action? That for example rabbit/fox to move, fox/mouse to battle, mouse/rabbit to recruit. This way you still have some randomness and noise, but its not as punishing
Another idea might be to add a 4th action that you can only take with bird cards. Similair to lizards sacrefice. Not sure what it could be but i leave that to you if you wanna do this idea