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BadJokeSkeleton

5
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A member registered Aug 13, 2023 · View creator page →

Creator of

Recent community posts

Thank you very much for the feedback! Glad you enjoy it.

Thank you! Yeah, there's a bit going on, but I tried to take care in making sure it was easy enough to get through without stopping the game. Hopefully I succeeded in that, but I know it can be a bit daunting at a glance regardless of if I did or not. If I had more room or could think of an easy way to make a tiny format for it, I definitely would have made an action hierarchy though, so maybe if I work on this after the jam I'll extend things out to include it, because I absolutely did want to. 

(1 edit)

Thanks for the feedback, I'll address the points!
1. No, I didn't draw it as I'm sadly not that talented nor do I have the tools on hand to begin to try ink art. I got it off of google from a talented ink artist I can link if you like, provided I can find them again. Sorry if that's disappointing.

2. Banning flying units. Rules wise, I admit, it's mostly a hold over from the early drafts of the rules, as it was much more terrain focused with a big emphasis on terrain changing as glassroot grew on them and flyers ignoring the terrain changes entirely kind of ruined the idea. Honestly, were I to look at it now I'd either do something like you've suggested, or more likely remove it entirely. I got too focused in the other mechanics by the end to realise it wasn't important by the time I submitted it.

3. I did actually address this problem! At least, I think I did, as the mission gives a 1VP bonus to whoever collected the most bundles, preventing issues like one player having one bundle more but still coming to a draw.

4. Thank you! I put a lot of thought into how the guardians behaved to make sure they were easy to run but still impacted the game in a good way, so I'm glad you appreciate them. 

5. Harsh magics was done mostly because it was actually a problem I ran into on one of my two playtests. Much like regeneration potentially preventing wounds from the harvesting, I wanted to prevent any rules that could make units the obvious choice for harvesting things, especially because both of those rules did make certain units far, far too clear an option when making an army. I figured I didn't want them entirely removed and I placed a rule on myself to only reference the core rule book anyway, so the 6" negation of any rules like that seemed the best option. Generally I just didn't want there to be obvious choices for harvesters, which there were in one of the playtests, because that tends to encourage somewhat more boring gameplay from the experience I watched. Didn't help one of the players was Vinci, so made use of *both* of those rules.

Narrative wise, even though yeah narrative doesn't matter in a mission jam for the most part, it did also help get across that glassroot is probably not a good plant to be harvesting if you're trying to help people. I enjoy putting details like that in things, so it was a nice bonus. Thanks for rating my mission! Hopefully you found the concept of it enjoyable.

I genuinely love this idea man, good job! Wizard warbands searching for magic is my thing and the idea of a growing collection of spells was a good one.

Prevents  a unit from healing, I worded it in such a way to prevent things like spamming Repair or other rules like it on tough units right on top of a cluster