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Micro Ecosystems-Kelp Forests's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best use of theme | #7 | 2.828 | 4.000 |
Best 2 player game | #7 | 1.768 | 2.500 |
Best family game | #8 | 2.121 | 3.000 |
Best game for 3+ players | #9 | 1.768 | 2.500 |
Best rule book | #10 | 1.061 | 1.500 |
Best solitaire game | #10 | 0.707 | 1.000 |
Most unique design | #10 | 1.414 | 2.000 |
Overall | #10 | 1.667 | 2.357 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I wanted to print and play this game, but the format of the printing files made it difficult to print and collate. Having limited paper and ink, I had to skip so unfortunately I couldn't rate your game. As others suggested, programs like Illustrator, Gimp, Nandeck or (my preference) CardMaker would allow you to create pages with the number of copies of cards needed, so people can just click to print.
Great theme though, pity I didn't get to play it!
Thank you for the feedback nonetheless. A big next step for me is to check out some of those programs so thanks for this list of suggestions. I think I will check out CardMaker.
I like it because it's open-source, very easy to learn and still gets developed. If you want I can give you a 30-min demo of it. Hit me on twitter @angelo_nikolaou
Much like Chris, I had a hard time parsing the rules of this. But I want to love it - the theme is incredible unique and family friendly! I love the idea of unique player roles and actually playing as otters and killer whales.
This is a jam and the whole point is to just make things, so confusing rules are totally excusable. I look forward to seeing how this one develops in the future.
Yes thank you so much for taking a look at it Robin! I have absolutely learned a lot and I will be updating this game in the near future. I really appreciate you comments on the theme and roles, I will definitely use you words as motivation to make it better.
[A little precursor: the document was a beast to print. I use Illustrator, which is overpriced if you're only using it for game prototypes so I wouldn't suggest it. But I believe free software like Gimp offers excellent and easily learned solutions to card layout, design, and output.]
We had a little trouble with this one. After a third read of the rules, we understood what needed to be done. However, the flip-flop of "roles" confused gameplay. The way we understand it is only one player gets a true turn per round; the starting player simply applies negative effects to a kelp set in secret.
This needs a streamlining edit. A little anecdote: my fifth or sixth game design was a worker placement game set in high school. In the beginning, players could collect friends, attend class, go to study hall, be a delinquent, buy special items to put in their locker, have an after-school job, blah blah blah. It was too much. And it turned out there was only one way to play: perfunctory. Decisions were mandated by the game, not the player. I sat with it one day and asked myself, "Do players need money?" This was huge. I eliminated that currency and the game smoothed out tremendously.
So what does this mean for your game? It feels right now like there are a lot of "if this doesn't happen, then this" conditions. The game almost plays itself. Player decisions don't feel as rewarding as they should. For example, the bit about "if a playable card doesn't appear, keep drawing until one does" feels arbitrary. And I think that's because you've envisioned a way this game plays in your head. (Believe, I've been there and it's tough to break.) Give players more freedom.
Are the kelp forests already present and the players must fight to save them as they degrade? Drawing them from the deck to build them doesn't feel rewarding, it feels lucky. The events, however, feel almost as they should - bad stuff that happens seemingly at random to set players back. This is good, but shouldn't be a player's turn.
The strict "level 1 must come before level 2 must come before level 3" element was a bit underwhelming. Are there other ways cards can play to the table? We enjoyed the idea that there were costs to more powerful cards (gull needing to eat a crab). There's tough decision making inherent there. Consider exploring that.
For a future draft, consider making player reference for the roles (a week to build a game is nuts, right!?). It's slightly confusing that one player must be the sea otter, but sea otters are also cards in the deck. We either didn't use our powers or forgot we had them as a result.
I know the above might seem like a dump, but this game is a draft! You're getting ideas out there! Inside this draft there are genuinely interesting ideas. Explore them more. Straight up steal from games you think are similar for your next draft. Adjust from there. And repeat. You'll no doubt surprise yourself with a truly ingenious breakthrough soon enough.
I think your game's message is unique and under-represented. Bonus points for the possibility of cute artwork too! (Sea otters? Come on. Adorable.) I'm confident you know way more about kelp forests than I do, but could man-made damage be brought more to the forefront? Does that drive the great eco-friendly message home more or is that too much? I'm also confident you can take this idea and turn it into something great!
Cheers!
Thank you so much first of all for trying it. BELIEVE ME, I know it is a rough draft. A week is a short amount of time and I am very new to the game making scene. So your feedback is IMMENSELY appreciated and literally a pick-me-up since I was worried no one would even try my game.
I really agree with your input, there needs to be streamlining. After trudging through the rules writing, I agree that some mechanics simply need to be cut out or tweaked. I did originally want the players to build the forests as well, but it seems that is clunky and you are correct, no skill or player decision really involved in that part of the game. The whole point of the game is to prevent the forests from degrading due to negative kelp points from urchins or crabs.
I like the thought of having humans play a bigger role, this would drive home the "save the environment" hook. And no worries, I am a biology teacher hooked on the idea of making ecosystem micro games so I am in it for the long haul so I will keep working at it. But my games only get better if people try them and give me feedback, so THANK YOU AGAIN.
Also, sorry about printing it... that could be another reason why no one played it. It was my first attempt at a print and play and I had NO IDEA how to make one... I should give gimp a try. Right now I use Inkscape. I like Inkscape, but it sounds like it is not friendly to print.
"I think your game's message is unique and under-represented. Bonus points for the possibility of cute artwork too! (Sea otters? Come on. Adorable.) I'm confident you know way more about kelp forests than I do, but could man-made damage be brought more to the forefront? Does that drive the great eco-friendly message home more or is that too much? I'm also confident you can take this idea and turn it into something great!" .
I agree with Chris' sentiments! The theme of this game is clever and unique - and the artwork builds an immersive little world on your table. Highlighting the cute animals and their efforts to survive and thrive among challenges is engaging and very kid friendly. This could be a game that educates without being an 'educational game'.
Can't wait to see where you go with it next!
Thank you Jeff, it has a lot of work but thank you for your words! I especially liked how you said it could be a game that educates people without being educational, that is my goal with all games I make! So thank you.
Funny thing. I read quite a bit of long form journalism about random stuff. This article about a fight to save Scotland's kelp forest was in my docket today.
www.hakaimagazine.com/features/scotlands-seaweed-showdown/
Could be an inspiration for a second draft of the game?
Hey Chris, this is incredible and an amazing coincidence! I think I will take it as a sign... stay tuned for future iterations of this game! Haha thanks for sharing this and thanks for thinking of me. Do you have a Twitter account or anything for your game designs? I'd love to keep track of what you are working on too.
Hiya!
My twitter handles is @oneirotourist. I'm not incredibly active on it, but do post game-related things from time to time. My main focus lately has been custom puzzle experiences (like at-home escape rooms) when I have the free time. Give me a follow and I'll do the same!
View the project page for a how to play video!