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Bin It!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best solitaire game | #1 | 2.500 | 2.500 |
Best family game | #1 | 4.750 | 4.750 |
Best use of theme | #2 | 4.250 | 4.250 |
Overall | #2 | 3.607 | 3.607 |
Best rule book | #3 | 4.000 | 4.000 |
Best game for 3+ players | #4 | 3.500 | 3.500 |
Best 2 player game | #4 | 2.750 | 2.750 |
Most unique design | #5 | 3.500 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game shares DNA with Pandemic, yes, but I think a bit of the Forbidden series (Island, Desert, Sky). Oddly, in our playtest, this familiarity made it super simple for me (a veteran of those games) and incredibly easy to pick up for my co-designer (who'd never played anything like it). I guess it's a tested formula! However, your theme and goals are different enough to set it apart from the aforementioned.
I think the theme is cute and appropriate for the target age you set. The setting, general conceit, and complexity feels perfect for that 8+ demo. Bonus points for it being unique!
But I wonder if trash could enter the board in a different, more thematic way. The random die roll does work 100%, but it's not very dynamic. Think of Pandemic's epidemic deck or Forbidden Island's location cards and how they reshuffle. Players, at a certain point, know what's in there - it's up to them to determine what's most precious at the time because they can't save it all. There may be a way to imitate that feeling without flat out stealing the idea.
The upgrades felt good. Like real good. If you can tie that further into the theme, all the better. I'm not sure how I feel about the "6 upgrades per player" being a win condition, though. The escalation of cost is perfect, but after a few rounds, we won handily on the second hardest difficulty. (I realize dice luck is part of this.)
To prevent this, can the bins get full? As in each bin can only be used a certain number of times? We played with two players and found it fairly easy to delineate sections. I'd imagine this is only easier with four players. We didn't find a use for the trade action with two and I can't see a use for it with four players, whereas in those familiar co-ops trading sometimes because incredibly necessary. Are there different types of a trash as a result? Is that too close to the aforementioned games?
The mud spots felt arbitrary. Where I enjoy that they escalate the endgame difficulty, I wanted more from them. (Or less? I can't decide.) Is it harder to move through them? Are they created in a different way? Do they have a different effect on trash? Thematic, trash in a mud puddle would be laden with water and thus heavier so more difficult to carry, right? Just spit-balling, but you might be able to turn that into something cooler.
In future drafts, I think the roll-and-write element could disappear entirely. It works for now, but since the game is so easy to set-up and the gameplay is breezy, it might not be necessary.
Solid work! Cheers!
Thanks for your feedback Chris! You're spot on, others gave similar feedback, and I had similar thoughts to you.
Initially I had a more dynamic rule: First garbage shows up in a dice roll from the previous round, then second garbage shows up at random, then you roll for where the garbage will show up next round. It proved... meh. Unnecessarily complicated, cognitive load for rarely any payoff. Switching to 2 random rolls made the game faster and cleaner. I'd maybe see some exceptions, e.g. 'when a muddy square is rolled, another muddy square gets garbage', but the default random rolls seems to be the way to go for now.
As I said in a different comment, the '6 upgrades per player' was an afterthought because playing only for clearing the field was too long and boring. If you have a different suggestion for a winning condition I'd love to hear it.
I have to admit that I kinda had in mind to make a Legacy PnP game out of this, where stages and upgrade options are different every time, the mud spots stay there and become more and more, garbage in muddy spot need a 'Gloves' upgrade to be picked up, bins matter etc. I didn't have enough time to plan all that, so I just made the default game to get a sense out of it. The ideas you threw would fit there perfectly :)
Thanks for playing, glad you enjoyed!
I read this game was based on Pandemic before i played. In order to provide morehelpful feedback in this review, i attempt to avoid using this knowledge (in the case of topics such as thematic cohesion).
On Upgrades, I haven’t felt such fantastic catharsis in god-only-eats-your-heart-how long on such a tiny board as this. Awesomeness aside, upgrades never felt thematically in place. They, instead, served only to intimidate me as a new player. I imagine a way to make these complications more enticing during introductions is to say the upgrades are other kids who now help with trash (tho only when they find the chance).
Exploding garbage got me to giggle. Like coke and mentos – which, shower thought: isn’t that a type of bomb, technically? Why are we teaching kids that? Oh, and also the rule “Whether there is already garbage there or not, nothing happens for this roll” is just a flat out lie – the player was politely able to tell that person to throw their f___ing trash in the godd__n bin and they did 🎶
I just switched the dice values. Faster and worked often enough.
It is impossible to know if this is supposed to mean “roll a third time” or “pretend like you haven’t rolled for garbage at all yet” (but i just rolled a third time.)
This makes me feel sad and weak. It sounds like they just gave up. One way i can think to strengthen it is that it now costs no actions to pick up or bin trash.
Game starts in Stage “1” with “5” trash, so you lose over before you can even begin. - Oh, there’s a lose “amount” listed there. That’s neat. Didn’t see that. nvm.
These are conflicting Requirements. (I followed the rules on the player sheet.)
Do i have to use all my actions? (I played that i did.)
If i can move diagonally, are diagonal squares treated as adjacent squares?
Thank you for your feedback :-) thematic cohesion is a frequent weakness of my games, and you're right on point about this game too. It's something i should work more on next jam.
I really like your thematic explanation of 'you show the good example, other kids start cleaning as well, meaning your abilities become more powerful'. If I make another version I'll be sure to include it.
For 'reroll until you find a square without mud' flipping a 6/1 would result to 1/6 which also has mud. I would keep the one rule rather than make two rules with conditions, but what you did is a perfectly fine shortcut.
You're right about the 'roll another time', there was another comment about it.
For 'you win if you're carrying garbage' i imagined it that the ground of the playground is pristine so you win. Does that still not fit thematically for you?
You are right that i should have added more examples to situations like the upgrade cost. I uploaded 15 mins before the deadline, which is my bad.
You don't have to use all actions, and you can't pick diagonally if you can move diagonally and pick up from adjacent. These are indeed not covered.
I appreciate your comments, they pointed out a lot of things i didn't know! Cheers!
Oh no, i just read my post! I have to say: I had a really fun time with the game. I’m glad you wrote it. I’m happy i could play it. It’s a strong submission and that deadline posting sounds like a thrilling experience. My favourite part was how the tiny upgrades felt colossal on the small board ‒ just like all all childhood’s moments of ‘empowerment’: it’s all about the scale you’re living in. I can’t believe i didn’t include anything like that in my original post. Wow, i’m awful at translating my emotional responses into text. I want to work on that.
Best!
I really enjoyed playing your game! I tried it 1 player and it seemed to play just fine. I was nervous because I had 4 garbage explosions within my first 3 turns!! But I LOVED the upgrades because it really helped me to strategize and regain control. I was 1 garbage piece away from losing at one point, but ended up winning by gaining 6 upgrades. It did not feel like a win though because I did have so much garbage left on the map.
In case you are keeping track of stats... I made it to stage 4 on the progress sheet, played in normal mode, gained 6 upgrades (hold up to 4, adjacent square pick up, free move, free pick up, bin cost 0, protect adjacent squares) and had 14 garbage pieces in the end.
I had a few questions regarding the rules... 1. If the garbage explodes and one of the adjacent squares is a "mud" square, would I need to mark two squares on the stage tracker? 2. In the negative effect "add a mud spot" if I add a new mud spot but there is already a garbage piece on that new mud spot, do I need to mark a square in the stage tracker? 3. In the negative effect "roll an extra time" is that just a one time effect or is it now a permanent extra roll? 4. At game end, in the losing condition, does garbage that a player is holding count towards the end game losing condition?
Last thing, I think there is a typo in the "Build a bin" description. I think you wanted to say "between four squares" and not "between 4 circles." Unless I am misunderstanding the rule.
Sorry this is really long... but I really enjoyed your game and was super impressed by how simple, challenging, and fun it was! Well done!
Thank you for your comment and I'm glad you enjoyed it :)
You are correct that the 6 upgrades winning condition is an afterthought. Initially I wanted the game to end by cleaning all the garbage, but it felt way too long. I imagine it as 'you've proven to the school principal that you're great at collecting garbage' reward. If you have a different suggestion for a winning condition I'd love to hear it.
For your questions
1) Nonono. Would be even more random, more punishing and the stage steps would need to be rebalanced to allow more explosions.
2) No, only for rolls from then on
3) Just one time. It's indeed not clear in the rules.
4) Good point, I didn't cover it. No, garbage held aren't added to the total, only garbage on the board.
What did you think of the 'Protect adjacent squares' upgrade? Did it prove useful?
The "protect adjacent squares" upgrade was my favorite one! It protected my playground from garbage at least 3 times and was a huge reason why I was able to make a comeback. I feel like that upgrade and the "free bin it" one were most beneficial to me.
I actually agree with you as far as the 2nd winning condition goes, makes sense to me. I cannot think of another way without losing the game's simplicity.
I love the theme. And I really like that you can upgrade your characters as the game progresses - I often think that with my own games, I need more sense of player progression. Amazing that you made this in half a day!
I'm a little confused about the end condition (maybe I just read it wrong) and the number of trash being the same as the number of the level? Can you explain?
Hey Robin!
The character upgrade came from wanting to add character abilities like Pandemic but not having them rigid like the class system there. Flexible upgrading feels more rewarding and allows different players to prioritize different build paths according to preference and situation.
Thanks for highlighting the issues. I wrote the rules hastily and didn't include any examples :-/
You lose the game when the number of garbage is equal or more than the loss state on the game progress sheet according to current stage. For Stage 1, you lose at 28 garbage on the board. For Stage 2 at 26, etc
The winning conditions made more sense?
Yeah, that's much clearer! Thanks!