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Unto the Breach's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #33 | 2.500 | 2.500 |
Quality of Writing | #33 | 2.750 | 2.750 |
Overall | #40 | 2.396 | 2.396 |
Overall Appearance | #40 | 2.083 | 2.083 |
Use of Theme | #41 | 2.250 | 2.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Congrats on finishing the thing! I had a few thoughts while reading:
You've done a good job at taking a Fortnite style and adapting it into an RPG. What I would suggest at this point--strip some of your things back, build the base game, and then build expansions.
Lol, I can’t take credit for Subscribers, thats from Splinter.
In combat, there are no to-hit rolls, you roll your damage die, and take it from your target’s HP. HP represents the ability to avoid damage, you are not injured until you’ve lost all of it. Once you reach 0 HP, you begin taking damage to your STR, and once that is gone you are dead.
I chose this system, Into the Odd, because its quick brutal. It fits my idea of what fighting for your life is like. Going down bleeding after one round is fairly likely.
As for players being on the same side, that’s up to you. The combat makes it pretty easy to handle PvP fairly. However it may be wise to keep them together. You can also play in a way that allows people to lose without dying, which can help soften the blow of losing to fellow players.
I definitely didn’t fully communicate what the scope of the game is. When I expand on this, I intend to use a more robust reolution system, and greatly expand on the types of games that are possible. As well as lots of random tables go help generate arenas and whatnot.
<<The Beauty of “The Game” This is a game in which there is virtually no expectation of verisimilitude. Within a match, the environment you create was canonically created by someone called a Gamemaster. There is no need to hide the purposeful design of anything, because all of it is a video game created to challenge players. This can be a liberating thing which makes unleashing creativity a bit easier. At the end of the day, there is no worry about whether anything makes logical sense, because the Gamemasters can do whatever they want, which means the GM can design any nonsensical environment they desire, with no expectation of a cohesive world.>>
Yeah, having gone through the doc, I agree that it's the most fun element. Initially the concept of playing characters playing a game didn't strike me as intereting (a bit too meta), but it does enable the players to run a concurrent campaign, build and develop characters, but not feel constrained by genre i,e, they could be dropped into a medieval fantasy setting, then the following week something more contemporary to the implied setting next time, or face off against a variety of monsters of the week,
My criticism is that as written, the focus seems to be on combat, or at least tactical play (although you do mention other possibilities). I hear Into the Odd talked about a great deal so it was great to see a hack out in the wild! Well done for completing and thanks for submitting.
I agree that the focus on combat is too narrow-minded. I was thinking in terms of franchises like The Hunger Games, even though I directly stated in the text that much more diverse challenges were possible. I intend to update with a broader focus, and probably a totally different resolution system. As much as I love Into the Odd, its mechanics basically emulate a slasher movie with fast paced lethal combat. I want to open the possibility of more intrigue and social interactions, and have more written about different types of challenges. I'll probably end up shifting toward something that feels more like PbtA when I release a re-write. Given the fact that unlimited possibilities is the selling point, I think it needs a very broad somewhat generic system that can be used to handle all kinds of challenges.