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Completely random units with no player input is bad mojo. I can understand randomly assigning an ability, but random stats are just an opportunity for someone to have a bad time. Random preset/prebalanced stat distributions are a much tidyier way of accomplishing the same thing. Ah, just got to the reroll on respawn thing. Still not a fan of the idea, but less obnoxious than I originally thought it was. The rails are novel, clever, and fun. After reading through this, I'm actually a fair bit more bullish on the idea than I started. Granted the rules need a clarity and brevity edit, but the core notions actually seem fun.

So the elephant is that these rules don't map terribly well to redefining failure. Free respawns, and rerolling on death touch on it slightly, but that mostly just removes the idea of a deathmatch style game, something the objectives already added. Positioning of models is going to be the primary way of getting victory, and the limited stat spread means that there's never really a reason to not kill enemies, contra to the opening description. Some points for originality are won on the random units and the rails as well. The design isn't particularly inspiring, but it is functional, and I can pretty easily track how this game is meant to play out.

Note:2nd column, under Goal: 'moard' should probably be 'board'