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A jam submission

Flora Belligerent [Job Application]View project page

If only the damn plants would stay still and stop fighting back…
Submitted by FaxHooflea — 1 hour, 18 minutes before the deadline
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Flora Belligerent [Job Application]'s itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to Theme#103.8283.828
Overall#113.5863.586
Rules Clarity#203.4483.448
Concepts & Originality#333.4833.483

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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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.

Host

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

Submitted

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!

Developer(+1)

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.

Submitted

Some thoughts; I hope you don't mind—

  • I'm not quite feeling the 'growth' theme here — since any growth is tied to another objective effectively disappearing, it feels more like you're just moving stuff around that's already there. I'm also not sure about what it means on the thematic side that some objectives are disappearing.
  • While I appreciate the underlying mindset, I think the comments about reflavoring the scenario and what the objectives could look like are a bit unhelpful where they are. I would prefer the Objectives section to be a concise definition of how objectives work in the game; interrupting the rules for the sake of extensive commentary on flavor only disrupts the train of thoughts as you're trying to understand how the mission is played. If you want to include such suggestions, it may be more appropriate to bring it up under Mission Background or at the end of Objectives, although I think most players who care about this kind of thing wouldn't need you to point it out to them anyway.
  • The Objectives section leaves unclear whether objectives remain seized after leaving (normally I would assume yes since that's how the default mission does it, though usually missions point this out explicitly and this one doesn't, so I could see people reading either interpretation into that).
Developer(+1)

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!

Submitted

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.

Developer

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!