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Eternal Fury's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #9 | 3.731 | 3.833 |
| Creativity | #18 | 4.001 | 4.111 |
| Overall | #18 | 3.596 | 3.694 |
| Theme | #21 | 3.407 | 3.500 |
| Usability | #35 | 3.244 | 3.333 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I don't know if I understand exactly why a Fury is doing all this temporal magic stuff, but I do love the flavor of these features and abilities. especially Possibility Storm; it's really cool how that simple teleport effect imparts so much flavor into the feature. Knock Into Next Week and Shattered Moment are also peak for me, very smart instantiations of these cinematic moments. Making creatures surprised mid-combat is cool tech. Awesome stuff!
I have some feedback about the mechanics:
I think the abilities and the class overall is very flavorful, but I don't really associate that flavor with fury. It feels very Null, but I see why you would do it on a Fury as Nulls already have Chronokinetic.
I wrote a triggered action ("Defy Reality"), but it looks like I accidentally cut it in layout... I really don't know how to feel about the fact that it took until now for someone to say something!
Regarding the stability potency: I looked at the data the lovely folks in the brewey complied on all the core monsters, and comparing [highest characteristic] to stability works on approximately as many monsters as a strong potency vs. Intuition or Reason would, at all four echelons. (Not the same monsters, obviously, that's the whole point, but about as many.) Given that, the question is whether a strong-potency EoT slow is stronger or weaker than 3 extra damage on collisions (at echelon 1).
Back With a Vengeance does do a lot, and that was purposeful; I expect it to be hard to use, partly because you're already 6th level when you gain access to it. You get what amounts to a teleport 5, a chance to spend up to four recoveries (five if you want to be wasteful), a full condition cleanse, and a free strike. In exchange, you have to horde 9 ferocity (instead of spending it early on killing the enemy), then spend it on this (instead of on killing the enemy). I mainly like this ability for how it encourages otherwise-suicidal play, leaning into the fury's "hit me!" mentality.
Sorry to hear it felt more Null than Fury to you; I did put effort into making the Eternal its own thing and leaning away from the Chronokinetic's flavor. Rather than "I have meditated my way into total harmony with the temporal dimension," I was going for "I am a warrior of the outer chaos, your flimsy reality cannot constrain me." Are there any changes that might help that land for you? On reflection, I might have had room for a flavor introduction at the top... (only because I accidentally cut the trigger, though)
Thank you for the detailed feedback!
This is cooooooool. The alternate selves stuff really won me over but all abilities here are thematic and feel like they deliver. And I mean, Knock Into Next Week, c’mon. Where else can a fella launch a monster, run over into position at home plate, and then play the baseball charge fanfare before cracking the hurling monster out of the park next turn. If my players don’t make an eternal fury, I want them to meet one now.
Thank you, this made my day! After the jam, I should add in a rival...
Hi! Nice submission 😃
For usability I think this might need adjustment of some wording to clarity and extra testing, because one of the abilities of Draw Steel I find the most underwhelming for cinematic and tactics is the Talent's Fling Through Time, so I was a bit disapointed to see a similar concept of enemy removal with Knock into Next Week.
On a creativity standpoint it is adding something new to the game, and I like subclasses!
I understand the constraint of space but a small piece of art or colors could have helped for my enjoyment! Because the layout although clean, feels a bit rough.
Having worked on a time-related submission I can't argue that it is a fitting theme.
I appreciate the feedback! I would definitely want some testing (and another editing pass) if I were to work on this further.
With Knock Into Next Week, the interesting bit for me is that the majority of the forced movement is delayed until the enemy reappears, which creates an opportunity to set up the battlefield for their high-velocity return. So, slightly more dynamic than Fling Through Time, I hoped.
If I continue work on this after the jam, I will absolutely clean up the presentation and add color, and hopefully art as well. I ran up against some time constraints during the jam period, though, and given that the judging criteria very explicitly exclude art and layout, I felt that was a safe area to save time.
Thanks again!
This is a wild addition to the Fury. I'm not too experienced with the higher levels of Draw Steel so I can't accurately judge any balancing for the crazier abilities, but they all have evocative names and mechanics that'll lend to hype moments at the table. Excellent submission.
Knock Into Next Week is such a great ability that ties into this type of Fury so well. Well kept to the theme of the Jam, and just a fun take on the class.
Good work.
This is a very unique and creative take on the Fury!
Overall, interesting idea, and you really nailed the flavor. From the titles, the flavor text and what the abilities do.
Grasp the echoes is very interesting, I’m not sure about the power level, but it’s an intriguing ability.
Possibility storm is flavorful and nifty.
Back with a Vengeance – that’s so cool!
Paradox Rush seems wild, I’m not sure it’s balanced, and will slow down play, but it’s an interesting idea.