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Do Villains Even Need a Sun?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story (or Starting Scenario) | #10 | 3.800 | 3.800 |
Overall | #17 | 3.417 | 3.417 |
Setting (or Location) | #27 | 3.333 | 3.333 |
Mechanics | #35 | 3.200 | 3.200 |
Use of Theme | #39 | 3.333 | 3.333 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Exactly what I expect to find in a 200 word RPG. Innovative mechanic that complements the story. I also love the wacky setting where you play villains putting out the sun instead of being survivors (like most other entries). Well done!
Great story-telling. Straight-forward and easy mechanics for "dive-right-in" action. Love it.
Question: what do players without cards do? I can see the cards are used to settle ties, but, really, that can't be "it". Except for that, I'm all over this game. Another one for the pile of "Hey, we're not DnD'ing today, what about this one?"
Cheers! When you have no cards, there's nothing to lose by you and your fellow cardless villains having a guess at what the "top" player is and how they plan to destroy the sun. I'd have loved to add some more mechanics to enrich the game play, but it's tight in that word count!
I really like the whole caper format here. I wish the risk/reward/agency mechanics were a bit more explored, but 200 is a small number. Definitely my favorite scenario in this jam. I love the whole supervillain thing.
Thanks! Culling to meet that word count does make it tricky