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(+1)

Hey, thanks for the submission. With the big caveat that I haven’t actually played the game, just read it, here’s my review.

Theme / Maps

The world map is central to the game, but I don't think it addressed the theme? As far as I can tell, there is one world map with multiple characters. But the "scale or scope" of the map is singular. The use of Sense8-style clusters is cool, but it didn't feel to me like the mechanics explore the differences enough to address the theme. That's a really challenging concept to design for though, so I think the way you went at it with Yin and Yang was an interesting approach. That challenge alone makes the game worth pursuing, in my mind.

Tone and style

I found it a bit hard to find a tone in the text, as it was a bit hard to understand. I also was a bit confused by some of the examples, e.g. "violent", "sad", "apathetic", "energetic", "sexy", "too much", "not enough", "lonely", "ronin": ronin seems like it doesn't fit?

Elegance

I had trouble picturing how the pull between Yin and Yang would affect the game. I got the theme and that the characters were meant to be challenged by Yin and Yang, but had trouble seeing how the mechanics reinforced that.

Easy to understand

My main issue was that I found it a bit hard to read and understand the rules. Perhaps if you revise the game after the jam, you can find someone willing to help copy-edit? There were a lot of run on sentences that made reading it challenging. A thorough copy-edit might make it easier to see the shape of the game within the text.

Thanks for the opportunity to review your game.

(+1)

Hey! Thank you very much for your feedback!

I get all your points and I agree with almost every ones.

Theme/Maps

Yes, I didn't go in details on the theme. I had little time to join the jam, so I decided to put all the effort into the raw rules part.

Regarding the two maps you right but I was trying to stretch the borders of the theme, the map during the game is representing at the same time two different things at the same time in my mind:

1- The physical distance of the people 

2- The emotional closeness of the people 

I could have laid down the same concept in two different maps or by having all the player have a fixed map in front of them that was able to communicate with the map of the other player(actually, this idea is a good abstraction of the sense8 characters scattered around the world) but it seemed more elegant like this for a mechanic point of view at the time, so I choose to stick to it.

Tone and style

Yes, I should have done better examples, it is true, but I laid out the game as the first draft for a first playtest, so for me this submission is a bit messy but contains everything that I need to test for choosing what to keep, what to waste and what to change. :)

Elegance

Without a first test, I'm not able to tell you if it works properly, anyway the end of a scene should make the map change in a way that pulls the Protagonist closer to one of the two other characters, Yin and Yang.

Easy to understand

English is not my main language so I think this part of the reasons why the rules are not very clear.

Thank you for telling me. :)

Thank you again for the feedback Sam, I appreciated it so much! :D

This really helps me understand some of what I was struggling to understand from reading the game as-is.  I think adding a graphical element - an actual laid out, almost game-board like Emotional Closeness Map - that was entirely conceptual, would really bring that part home.  I would love to try this game where my physical proximity is one half of play, but my emotional proximity is also in play.  That would be amazing!!