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Rutgerj

11
Posts
A member registered Jun 15, 2025 · View creator page →

Creator of

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(1 edit)

The rules are mostly clear and fit the theme really well. Only the Spell Eater ability could be clarified a bit more. The effect is probably the sentence written after the name, but this could be interpreted in different ways. The mission looks like it would be interesting to try out on the table, though!

I would be interested in playing this. I imagine that the lightning can be quite frustrating for some players, but other players like to add random effects to their games. So, it can be a bit hit-or-miss. I also saw that the diagram doesn’t match what is written in the mission. 

The mission appears to be somewhat complex, and it doesn't seem to be specified who the security forces and the cooperation are. It would be nice to have it specified under the 'armies' section. I like the theme, though. I definitely would like to try it sometime.

Cool concept! It wasn't entirely clear how a unit is defeated, though. Do you mean that the unit is destroyed?

The mission seems simple, but effective. I think it could make a good beginner game.

As mentioned in the other comment,  it isn't specified how you seize the enemy deployment zone. I also think  it would make sense if only heroes could be selected as a commander. I'm afraid I also don’t see the growth theme in this mission, apart from it being about plants. Moving objectives can be quite interesting, though.

I can't download the mission, because the file has been quarantined according to Itch. Can this be fixed? I would like to give the submission a fair rating.

Hi, thank you for commenting. Just wanted to clarify the mission background for you a bit. With hostile, I meant hostile for the defender. So it's a planet native to or occupied by enemy forces.  As stated in the mission background, the supply crates are needed to continue the war effort. That's why they're vital. Every army needs supplies to keep functioning.

Thanks for the feedback! I think you have a good point about slow units. The mission should probably go on until at least round 5 to give them a better chance of completing the mission. Perhaps they could get around it by using APCs. I don't think that would break the game, honestly. The attacker has plenty of ways to block the movement or stop the APC in some other way.

With the percentages, I did mean the number of units. It's also not specified in the official rulebook, so I tried to keep it consistent with that. However, it is clearly causing some confusion. Perhaps it's better to specify it in the mission anyway.

Thank you so much for your kind words, Steve! Did you get a chance to actually playtest it as well? I’d love to hear about your experience if you did. I’ve taken your feedback and fixed the map diagram. You also made a great point about carrying multiple markers, so I’ve clarified that too. Could you maybe please clarify what you found unclear about the objective clustering?

Thank you for your feedback! There’s a mechanic in place that could potentially extend the game, but I get what you mean. It could become a bit one-dimensional. I also fixed the map. That was a silly mistake on my part.