Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Heralds of the Devourer - Root Fan FactionView project page

Submitted by Century Gothic — 12 hours, 17 minutes before the deadline
Add to collection

Play Root Fan Faction

Heralds of the Devourer - Root Fan Faction's itch.io page

Results

CriteriaRankScore*Raw Score
Use of This Year's Theme#63.7503.750
Creativity/Uniqueness#283.0003.000
Clarity of Rules/Mechanics#322.1502.150

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

No

Includes PnP?

Yes

Includes TTS files?
No

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I like the whole Arid clearing mechanic. It paints a picture of the Heralds moving in and rebuilding the woodland as the woodland tries to fight back by ruling the Arid clearings. The way the non-Herald warriors can't survive unless the clearing becomes Arid by evening is a really cool puzzle that the faction needs to work around.

For the Obelisk track I'd suggest making the boot and sword a little larger like the draw icon. At first it was a little hard to see and I wasn't sure which boot and sword the Move action was referencing.

Submitted(+1)

Really great theme for this faction!  I think the Devourers have the direct opposite motivation to my faction ;-)  I think "Havoc" is the right word for the action because this faction seems primed to wreak havoc on the map.

Just curious what your thinking was behind the Heralds?  At first, I assumed the Swarm would have to move to a clearing with a Herald (as a way to "announce the coming arrival" of the Swarm).  But it seems like they're just buffed up warriors?

Submitted(+1)

I really love the design of the Swarms movement. A pitfall that I feel some of the other Root factions fall into is that other than via battling they don't involve other players much. The swarms movement allowing players to reveal cards to redirect the swarm is fantastic, albeit in this from it is a bit wordy and could do with some simplification. 

I also love factions that heavily affect how the board needs to be looked at. The Arid markers being left behind by the swarm very nicely gives the feeling of an encroaching inexhaustible tide. 

Bravo! 

Submitted(+1)

I like what you've got going on where so far, and I like the design space you've opened up! I def think more factions like yours should be able to play around with crafted items, and even card play outside of your opponents turns!

I'm curious about their scoring potential, since I'd wanna see if they'd consistently be able to get the items they need to get a points engine that's competitive. I also feel the first step in birdsong is a bit wordy. Perhaps it could be shortened a bit and some edge cases lined out in a law of root! 

Cheers and thank you!