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GF - Growing Conflict [JOB APPLICATION]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Rules Clarity | #6 | 3.720 | 3.720 |
| Overall | #38 | 3.173 | 3.173 |
| Concepts & Originality | #41 | 3.320 | 3.320 |
| Adherence to Theme | #52 | 2.480 | 2.480 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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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.
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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.
Thank you for your message!
I have to agree with you on the wording of "temporary VPs". I hesitated quite a bit on the correct choice of words. I wanted to put supplies or ressource but decided against it to clarify that this would be the source of Victory Points during this mission. I am considering changing it.
When it comes to your point regarding "carry the objective" missions, they aren't my favorite. For example in the basic scenario "relic hunt" a fast unit can whisk an objective away from the front lines relatively easily and bring it to safety in a corner of the map. I wanted to make them fun and interesting and I felt that the objectives staying in the same place but the victory points themselves moving would make it more fair and interesting. I also imagined a group of greedy little goblins staying on the objective until they couldn't move haha.
Concepts & Originality
Moodboard is very cool and evocative.
Flavortext is short and to the point.
Rules Clarity
Some superfluous rules already covered by core rules, but could be worse.
The rest seems moderately complex. Had to read trough it a couple of times to figure it out.
Adherence to Theme
Gathering more and more resources is on theme.
It feels difficult to gather for more than one turn. You'd probably need to leave at turn 3 to reach the drop off point with the speed malus. Theme is there but might be complicated to fulfil.
Thanks for your comment and feedback!
What part of the rules seemed unclear to you? Some of them make it seem complicated but are their to explain specific scenarios that could happen.
You're making a good point about the speed debuff as I want it to be a greedy playstyle, players staying as long as possible ont the objectives. I felt that it my encourage players to score early and get those units back into the fight making the game more back and forth instead of a count at the end of the game.
Maybe it should only apply to units with fast losing this ability? as infantry have more arms to spare?
Let me know what you think!