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Michael P. Coetzee

17
Posts
A member registered Jul 13, 2025

Creator of

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Nice and simple, sticks to the theme quite well.
As others have mentioned there is the issue with the growths' attack but that can easily be fixed.

Love the mood board. Nice and consistent colour theme and includes the OPR Logo for bonus points.

I'm not to keen on the complicated deployment rules.
Though the name says growing shadows it doesn't seem that the shadows grow. There are waves that arrive on the board but this isn't giving me "growth" either. I'd have loved to see the shadows actually growing as the defender desperately clings to their stronghold.

There's a lot of potential here. The piece is decently written, but the rules feel a touch convoluted.

I love this moodboard. It's so cool to have the stronghold highlighted from different angles, and the lighting is, "chef's kiss."

(1 edit)

I feel like there's way too much to read here. It sounds like this could be quite a fun mission to play, but there's definitely a lot that's being squished into one page. The concept is neat. The writing could use a very minor amount of clean-up.

Unfortunately I'm going to be a bit nit-picky and say that this is a very long and complex mission for a Jam that has an objective of being, "clear, simple, and interesting."

The inclusion of printables is quite cool.
There's a one page story too!
However there is no moodboard.

A lot of effort has gone into the submission and it's very good. I just think it's missing the mark on this jam's theme.

I like the idea and theme quite a bit. The concept and rules are neatly presented and quite easy to follow. Just wonder about marker deployment. Is that a 12" circle in which the markers must be deployed? I feel like that could lead to some tricky situations when setting up the objectives.
I also feel like the Ocean world special rule will completely stuff over some teams and can be exploited by others. But if both players know what they're in for before hand there is some totally thematic fun to be had.

The moodboard is fire. Great colours and inspiration.

The intro has way too much fluff in it for my taste and the Objective seems a little convoluted. Although, I might be a little biased as I'm not a fan of "carry the objective" type missions.
Mood board is decent conveys a desolate swap really well. I wish it linked to the title (bloodlust) a little better.

A decent submission, but needs some polish and perhaps some condensing.

Rules are neatly and clearly presented.
My only gripe is calling the supplies that the units seize from the obj. markers "temporary VPs." This threw me off a bit. Maybe something more along the lines of scoring 1 VP for each "supply" carried to the board edge could work.
I also know from experience that "carry the objective" missions are often unpopular (in my circle anyways). 

This mood board is so cool. Love it that the colour tone matches throughout.

All in all, this is a very good submission.

I love the theme. Seems super creepy and having your units feed the abomination seems super cool. 
I just can't figure out what's happening in this mission, from deployment to end game. A lot of polishing is needed here.

The mood board is ok. I love the title image.

I like the idea of having a titan that consumes the objectives and in turn becomes more valuable points wise.
I do feel like there was a touch of overexplaining here and there. Sometimes it's unavoidable and examples are needed, but I think it's better if the rules are clear enough that examples aren't needed. The NPC AI is also a touch complicated/messy for my liking.

This mood board is, "chef's kiss."

I'd say this is a good mission that needs a touch of clean-up.

This is a really unique mission. It almost seems more fitting of AoFQ.
Neatly presented, clearly explained. There might be an issue with balance as is often the case with asymmetrical games, but it does seem like a hoot to play.
The special rules are what really sold me on this mission.
All in all, a top tier submission in my books.

The rules are neat and concise. The mission objective is very easy to follow. 
Top tier submission in my view.

P.S. Seems odd to have a moon called out in the battlefield section and then not do anything. I don't play warfleets, so maybe I'm missing that a moon has inherent properties?

Really neat submission. Rules are clearly explained and neatly presented. Perhaps the neatest presentation I've seen. I really like the integration of the sketch/image to fill in white space. The mood board is decent but doesn't grab the imagination. The only thing, and it's barely worth mentioning, is that the mission background is a touch long winded.

All in all, I believe this to be a top tier mission.

It's got cool rules. It's got solid mechanics that are clearly explained and neatly presented. It's got an excellent mood board. This one's a keeper.

Ahhhh ok.

At the start of each Round, the Jungle 

Invades, if there are no Units controlling or 

contesting an Objective, then if a player did 

own it, they lose it

I think it's the "if a player did own it" part that got me. Does the player not lose control of the objective by moving out of 1 inch? I'd assume this. Or is the marker destroyed and removed from play?


Sorry for the questions but sometimes my brain is just dumb and gets stuck.

This mission sounds like wild fun. That defense turret is mean stuff. 😎

This mood board is also, "chef's kiss."

I like the idea of the forest fighting back, and taking damage while next to terrain really reinforces that theme. I like the mechanic being able to burn the obj. at unit activation.

I couldn't quite figure out what's happening in the 2nd last paragraph of the objectives section though. 😅

Great idea. Cool mission, and will love to play it.

Quite an interesting concept to reward both going for mutations and abstaining from mutations in the scoring mechanic. It seemed contradictory at first glance, but after some consideration, it could encourage some interesting decision making.

 Does need a clarity edit and some clean up, e.g. "for each uncontested growth node" can be interpreted as no one controlling the node.

Overall, this looks like a fun mission.

Thanks for the feedback. 

I wanted to have a system where the players need to hunt larger and larger game, but couldn't think of a way to implement it quickly enough without it just being word salad.