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(+1)

Haha I love this so much. The dystopian office vibes are outmatched only by the wit in the action naming, faction overview, and mechanics. 

I'm really glad you've put thought into their setup, giving them the biggest initial setup of any faction currently in the game. This lets them have a shot at using their multitude of workers to set up some early game buildings which are gonna be so crucial to them!

One thing that may help is some sort of mechanism to protect you from easy battles to take away your notices. It may be easy for all factions to move out of / battle away your notices for easy points. Leaving you with less cards to craft (your main scoring mechanism) and meaning you spent that setup on not much D:

I do love how they're always defenseless, and using that terminology is easy to follow. I hope it doesn't mean they're TOO easy to squish tho!

Although all of this goes without me playtesting them, so they may be fine.  You've definitely got a fun core to work around, and the only other bureau in the game is my lil faction :P

Cheers!

(+1)

Thank you for the awesome feedback, fellow Bureaucrat :D (or Bureaucat?)

Yeah, the Notices can be tricky. What I’ve found with previous iterations of the Bureaucracy is that it’s easy for them to crowd out a clearing, so if they really commit to protecting a Notice somewhere it’s nearly impossible to dislodge them. That was before I nerfed their recruiting, so maybe less of a problem now. My vision for Notices was that they function more as offensive pressure than engine components, so I generally haven’t been too sad to lose a Notice if it cost somebody else some actions to remove. 

:P ok thats huge, I'm glad you've given em a fun way to contribute to aggression. Sweet!