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Flora Belligerent [Job Application]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Adherence to Theme | #10 | 3.828 | 3.828 |
| Overall | #11 | 3.586 | 3.586 |
| Rules Clarity | #20 | 3.448 | 3.448 |
| Concepts & Originality | #33 | 3.483 | 3.483 |
Ranked from 29 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.
Hello, you have been selected as a possible candidate for the OPR mission designer position, congratulations! Please send an e-mail to jobs@onepagerules.com for us to follow up with you (make sure to include a link to your game submissions so we can easily identify you). Thanks
The Mission Background make me smile. :D While I like the "growing" levels of objectives, I think it would make more sense to keep the same number of objectives throughout & have them grow on their own. Otherwise it seems like it's just plants clumping together. Regardless, good work!
Thanks for your feedback , much appreciated!
Ok, you're not the first person to suggest this so I might have got this one wrong! New plan (that I haven't thought through at all... and am not gonna change in the doc for obvious reasons)! Could probably do with wargaming a few scenarios but OTTOMH...
No Objectives Disappear, Objectives are not sticky and still need to be seized at the end of each round (risking DT), also...
End of Turn 1: Losing player chooses 1 objective to be Lv2
End of Turn 2: Losing player chooses 1 Objective to be Lv3
End of Turn 3: Central Objective becomes Lv5
Then we get it down to four turns as well.
Thanks for your feedback though, its really helpful.
Some thoughts; I hope you don't mind—
Thanks for your feedback, Several! To respond:
I suppose that the number of objectives decreases but they grow in value. I was trying evoke a plant growing out of control and becoming ever more valuable - perhaps making it more dangerous would have strengthened that feeling.
I decided that describing the Objectives would fit best in the Objectives section - I didn't feel it worked well anywhere else but it could work better at the end of the section. Personally, I'm a big fan of narrative stuff and things like that just set things sparking in my brain.
Objectives do not remain seized - I didn't include that text for this reason. I did specify that points are only scored at the end of a round if the conditions are met, but a bit of clarification wouldn't hurt at all.
Anyways, thanks again for the feedback!
I really appreciate the flexibility outlined in your mission, as well as reference to the immersion considerations. My main reservation is in the complexity of tracking the radius/VP level, and the extra Round may make the game longer than anticipated. Overall, great job.
Thanks, I really wanted to do something where Growth was baked into the mechanics, more so than just the reason for the game.
I take your point about the radius, but I think if you're actually moving and consolidating the objective markers, hopefully it'd be obvious how many VP an objective is worth. I'd thought about having the plants attack or need attacking but I ended up thinking that DT was just an elegant solution. Hopefully, it wouldn't be that much of an issue...
I think I'd seen a few OPR missions running to 5 turns whilst skimming some but I might have got confused with all the different game systems. I do think the last turn would be a weird moshfest anyways as there's only one super important objective - tactically, you might just be thinking of ways to stop your opponent seizing it, rather than seizing it yourself! It'd be fun though!
Anyways, really grateful for the feedback, thank you very much!