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(+2)

- A couple of questions: How many Wounds does an attack do? How do you get "behind" somebody (according to Backstab)? 

Some thoughts. I like the approach; that you want to kill your opponent after a specific round. But I don't think this creates interesting gameplay on its own, as there's nothing else for your models to do! What do you expect models will be doing on Turns 1 & 2? I suspect they'll be attacking, since there's nothing else to do. So you, player, will be keeping track of Favour, but this won't actually affect your decisions or the gameplay, only, perhaps, the outcome. 

Stunning leads to your opponent gaining negative favor, which makes executing them easier, but only if you manage to randomly stun them, which you're less likely to do since you're down a model.  These interconnected systems are a good start but it needs a lot of work; currently it leads to a lot of book-keeping and will not contribute anything to the game, since it isn't going to change the way the players take actions or make players approach the game any differently. 

There's a lot of other nitpicks, but the main one I'll go into is that you've got a lot of steps to resolve combat and a lot of book-keeping, but the end result will be that you won't be making many decisions; once you're in close you're going to roll until the opponent is dead. 

The other thing is that you've got a game that has almost zero focus on synergy. Each model will essentially function on its own, independently of what's going on around it, and they seem to have no control over larger outcomes or a bigger picture. 

I think you've got a good start but you need to zero in on what the player is doing and how they'll be approaching the game. 

(+1)

I agree regarding wounds and backstab, it should be specified that attacking needs to be done with the miniature facing the target.
bear in mind nomoredroids that the winner is the one who gets more glory points, which are earned mostly by wounding.

the favour mechanic seems interesting but confuses me. You get more likey executed if you have negative favour I suppose? it's not clear who gets the favour or whose favour you check when doing what. Also, I can't find this recoup thing. I suppose it's a riposte if you manage to defend or something?

(+2)

I agree I missed the miniature facing rule, ill add it as a reminder on the itch page and if I do an update ill make sure to clarify. 

You're correct about Glory, this was added to ensure players don't try and kill enemies in the first round with their strong abilities but still try and get some wounds in early. 

I'll have to clarify the Favour too. The idea is doing negative attacks (attacking stunned enemies, killing enemies at the start & certain abilities) all give the fighter who has activated negative favour. 

Recoup is mentioned under the Turn Order. Recouping is where your fighter regains Stamina. So having positive favour was meant to signify being cheered on by the crowd and recovering more. While Negative favour reduces the amount of Stamina you recover as the crowd is booing you.   

Hey, thanks for taking the time to go through the game and commenting on it, i do appreciate all of your feedback. 

I definitely missed clarifying some core rules: 

  • Each attack deals 1 wound when successful unless otherwise stated. Then can deal additional wounds to stunned fighters or when rolling a crit.
  • Each fighter needs to have a front and back. When you move and attack the front will face the enemy being attacked. 

I'll definitely take all of your feedback onboard if i do an updated version. Favour and the rounds system was meant to make the player think about positioning their fighters and not just aiming to go in and kill straight away. But i think you're right and it may need some more work and more agency/ options for the players to do.