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WING GAMBIT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #87 | 2.263 | 4.333 |
Fun Factor | #93 | 1.567 | 3.000 |
Overall | #99 | 1.567 | 3.000 |
Audio (Does not apply for Physical Games) | #101 | 0.870 | 1.667 |
Visuals | #102 | 1.393 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Physical game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
No
Did you use choose from one of the optional secondary themes?
Chess is arguably Retro, but no
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
I'm impressed by the level of detail and writing that went into this. I bet you could scale it up to have multiple mechs in a team too.
I haven't had the chance to try it out yet but I'm interested in the testing process for board games as opposed to digital ones. Like is there any difference in balancing a video as compared to a physical one?
Like any game, testing is mostly just playing it and making notes whenever you’re not having fun. Especially in the case of a game like this that’s mechanically dense and built for solo play, I don’t think it’s much different from balancing a video game.
That said, testing the creative/social elements of tabletop games is much more reliant on having playtesters. If anyone plays this I’d love to hear about their experience, particularly places where they felt the fiction engine was working for them or leaving them adrift.
That is an interesting point about the social element in games that include it. I bet things get awfully difficult to predict in that sort of case.