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A jam submission

DandelionsView project page

A card game where 4 players compete to control the ever-changing winds and land on as many unique spaces as possible.
Submitted by Theran_Baggins
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Dandelions's itch.io page

Results

CriteriaRankScore*Raw Score
Follows second theme#122.5984.500
Gameplay#141.4432.500
Looks#142.0213.500
Little Guy#161.4432.500
Vibes#162.0213.500
Fun#180.8661.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Name of the Little Guy(s)
Rose, Lucky, Angie, and Honey

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Comments

Submitted

It blew my mind to see a board game submitted.  I love your take on the jam themes.  Using uno cards is a great suggestion to get started up quickly.  I don't know much about card/board game balance, but I think it would be cool if there was a mechanic to help me draw more cards and then discard some in a turn to add more strategy.

Developer

Since I can't code (yet), physical games are my go-to when solo developing a game. It's mildly amusing to me how often I've seen people be surprised by the idea of designing a board game, card game, rpg, etc for a game jam - but tbf, the ven diagram overlap of jammers and digital game designers is nearly a circle, lol.

What originally started as a fun idea - using playing cards or similar easily available game pieces to make trying out a game easier - has more/less become a staple of my game jam designs. Awhile back I learned about how Uno decks are effectively a combination of 2 standard playing card decks, and since then been wanting to try and find a way of using that knowledge - so here we are.

There is probably a bit of balance fine-tuning that could/should be had with the game - besides and core game edits, I hope to add some variant rules later to help play groups adjust the game to their personal liking. Some sort of "once a turn you can discard 1 (or perhaps 1+) card(s) to draw that many cards back" could probably work well as a variant rule. As far as the base game goes, I made it a 3 card hand with no real draw options to avoid overwhelming players with options - especially given, outside of the non-wind cards and some late game strategies, a lot of the main gameplay loop is guessing what others will play and the randomness that causes. It's not entirely luck - but there is enough luck involved that keeping the base game options simple felt like the right call.

Regardless - thanks for the feedback!