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Thanks for the feedback. I swear the whole time I was thinking "make sure you get the right planes", bit daft I ended up messing that up anyway. Thanks for the feedback on the clarity, I'm quite relieved that it's ended up that parseable , I was a bit worried about that

Regarding the second map thing, the idea I was angling at was that the "tree of life" diagrams that each player builds over the course of the game were the second "maps". I did make sure to check that people had described them as maps and as far as I can tell, they are. Perhaps I should have made that more explicit?

Good point on the arm wrestling. I think at that point I was thinking "There's already a couple ways to resolve this above this that could fail, I don't want to bog people down in another layer of 'if that doesn't work, do this' so I should put something interesting in at the end" but I probably could have chosen a better one. 

Ah, I see! The tree of life could definitely be considered a map. That hadn't occurred to me. 

I guess my only advice there is: can that map become a part of play rather than an artifact of it? This is a thing all the jam submissions have really made me think about. As far as I remember, you build your map as the game progresses, but there isn't really a mechanical use for the map after it is built. Maybe you are limited in the number of branches? I forget. But doing something like that, or allowing for some kind of evolutionary mechanic where you can steal past traits or steal traits from other trees could be cool. Or each level in the tree adds some mechanic - a progression or leveling up or something. You could thereby encourage or discourage diversification versus specialization. I don't remember seeing anything like that in the cards or mechanics, and it could make the tree more a part of play. Just a thought.