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Your faction really pushes its concept to the max level ! Very flavorful and I really like that you start moving around a seed but it cannot be moved once it grows into a tree. Here are some thoughts :

Not having a VP marker at all and losing the game when you lose the sacred tree seems like real challenge to balance. It also seems really complicated to care for the tree each turn. You need 3 actions to collect the three ressources, and at least 2 movements to bring them back to the tree. So with a 5 card hand you need to do nothing but these 5 actions during 5 turns to have a shot at victory.

Leaving the choice to your opponents of where to place the source tokens means you will have a really hard time gathering ressources in what will most likely be the heart of ennemy territory.

Is there a reason why this faction is not able to craft ? ( besides from having more place for berry abilities instead of a crafted items box ;) ) This faction is already not fighting for VPs, this is another way it doesn't not interact with the rest of the game. Although I guess it's what makes it really unique as well :) .

Thank you for all your feedback.

I am not entirely sure I understand you right. You first say their actions seem complicated, but what you say after feels overly simple to me. So could you verify which of the two options you are pointing to? Currently, what you said makes me think I should diversify their actions. But maybe you where trying to point out something else. Just want to make sure.

On the placement of the source tokens, I am reworking sources and resources right now. I am not even sure if I want to keep sources around. As is, they are overly complicated and don't serve my goal very well. If they do remain, I was thinking of having them setup before everyone else. That should at least mitigate the issue, I think.

For the crafting ability, when I made the faction I just forgot that there are other cards, then those that give VP and items. Since I only thought of those cards, crafting didn't seem very useful and space on the board seemed more valuable. I only remembered that cards like sappers are a thing after voting started. I will think on adding it back in, but I also like the naturey vibe the inability to craft gives them. Like crafting being a technology and them rejecting technology. Some accidental lore. I will think on it. 

Hey ! Sorry if I was being unclear, let me try to rephrase it. What I meant to say is that the plan to win is simple to understand (move and collect ressources) but the limitations in the action economy makes it really hard to enact. If the sources are two clearings away from each other I think you don't have enough actions to go to the sources, collect the ressources, and bring them back to the tree each turn, but maybe every 2 turns, meaning you cannot win until turn 10. Is there something I'm missing ?

Anyway really curious to see what this faction will become, once again great work 

I think generally you are right.

My thought was that two of each token would force the other players to spread them out enough. After pondering over it a bit I think this needs some work. Especially the lake and marsh maps could become a big issue for them. It would be unfortunate if they don't work just because of the map being used. I still like how it makes setup a strategic action for the other players though. 

But again, I'm reworking the entire system of gathering resources. We will see what I can come up with.