Skip to main content

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

Vengeance and RetributionView project page

Submitted by polarisrecall — 4 days, 23 hours before the deadline
Add to collection

Play game

Vengeance and Retribution's itch.io page

Results

CriteriaRankScore*Raw Score
Concepts & Originality#24.4004.400
Overall#43.8443.844
Adherence to Theme#63.6673.667
Rules Clarity#63.4673.467

Ranked from 15 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

Thank you for participating in OPR Mission Jam #2! 
Please  email customers@onepagerules.com, to claim your participation minis! 

Submitted

I do like the random rule - it gives you an interesting challenge as to what you attack the 'it' unit with, in order to manage what unit becomes 'it' and scores points at the end. 

I would echo the comments about the flood - even just playing it on a smaller board could have the same effect of creating a chaotic, action packed battle without an added layer of complexity.

It sounds really fun though!

Developer

Thank you for the comments. Just making the board smaller is a pretty good idea.

Submitted

Ok, at first the opening narrative was really confusing me, but once I read your description of how the "it" units shifts I get it.  Brilliant way to make the objective dynamic and stick to the theme.  Well done.

Does this have to have only one deployment map?  Couldn't it be used with any of the basic 6 maps?

Does the battle need the flood mechanic?  What happens is the flood kills the "it" unit?  How is a new target unit selected?

Developer

Since the scenario isn't tightly connected to board terrain I think you could use any deployment you wanted to.

The intent of the flood mechanic is to avoid a player hiding the 'it' unit in a corner or at the very edge of their deployment zone, or otherwise behind some los blocking terrain. The hope is that a clever player could use units with scouts or decent ranged units to maybe snipe out 'it' from the beginning. I think if both players agreed to not cheese it to much, then you could skip it. 

If a unit is destroyed but not by the opponents unit the opponent designates one of their remaining unit as their new it: 
"If a unit designated as 'it' leaves the battlefield without being destroyed by an opposing players unit, the opposing player must designate one of their units as the new 'it'. It must be on the battlefield or otherwise enter it as soon as able."

Submitted

Hi there!
Just read through your mission, it's an interesting one.
I have a questions and a thought.
So my thought is that I, personally, am uncertain by the random table that awards points. It doesn't seem like something you can so much plan and strategise for as much as it almost randomly gives out points.
My question is, "What's with Torrential Flood?" but as I typed it I thought about it some more and I get that it limits the field but also makes hiding a little harder because a unit could still move into the flooded area as a way to get around enemies. 12" might be a bit harsh, no? It makes the battlefield basically 6'x2'... okay, I have to think on that.
Like the concept though!

Developer

Thanks for your comments.

The idea behind the random table is that you roll it at the start of the turn, but it scores the points at the end of the turn.
So at the start of the turn both players will know what will score them a point. Then they can deliberately try to set it up so that their unit is 'it' at the end of the turn and fulfil the requirements to score an extra point. 

You might be correct that 12" is to much. The idea was to stop people from hiding their 'it' unit in the corner or deep into their deployment zone but perhaps 6" would be better. 
The original name for this mission was 'Game of Tag', but I tried to make it more thematic, so a pitched, locked in battle sounded desperate and cool to me.