Skip to main content

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

Bad GrowthView project page

Fighting in the GrimDark Future not only the enemy, but strange lethal Vines.
Submitted by arcanelviejo — 5 days, 2 hours before the deadline
Add to collection

Play game

Bad Growth's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to Theme#24.1204.120
Overall#243.3733.373
Concepts & Originality#253.6403.640
Rules Clarity#612.3602.360

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Host

Hello, thank you for participating in the first OPR Mission Jam! Please email marketing@onepagerules.com so that we can send you the participation models! Please include 'OPR Mission Jam Participation Minis' in the subject line.

Submitted

This offers a cool concept with "Vines" literally growing and changing the battlefield, perfectly nailing the "Growth" theme. However, the rules are quite complicated. Managing each Vine's Influence and Effects attributes, plus frequent dangerous terrain tests, makes bookkeeping a nightmare. The missing standard OPR section headings for "Deployment" and "Objectives" also hurt navigation. While innovative, the mission's complexity might be a big hurdle for players. Good adherence to theme!

Developer

Thank you for the comment. About the bookkeeping, i hoped that suggesting having 2 sets of different dice and using 1 for Effect and 2 for Influence besides the Vines' markers would help, but it seems it was not to well written.

Submitted

Not to nitpick but i think there's a few terminology issues you should clean up for clarity, unless I'm just misunderstanding which is entirely possible. (Putting one here to be helpful not shitty)

I think :

Growth of Vines

At the end of each turn, before

the next unit's turn, the active

player must

should be:

Growth of Vines

At the end of each Unit activation, before

the next unit's activation, the active

player must...

There are  a few more using the term "Turn" but the rules use "activation" for units, and "Rounds" for the end of a full sequence (Which is how i would interpret "Turn" so when its used for units it makes the brain stumble for a minute)

Other then that cool stuff! i like how it can be overlayed on other missions 

Developer(+1)

Thank you for the comment. I had to remove 2 duplicates, some hiccup posting i assume.

Cool concept mate!