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Scourge of the Seven's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics & Clarity | #1 | 4.412 | 4.412 |
Overall | #2 | 4.137 | 4.137 |
Concept & Originality | #3 | 4.235 | 4.235 |
Adherence to the Theme | #6 | 3.765 | 3.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I don't love the idea of the Sea Beasts. Keeping players in the game is nice, but that's some really, really heavy Kingmaker (i.e. the dead players have a huge amount of control over who wins the game, as long as it isn't them.)
It's not easy to pull off. And if yer mate does eat your ship, just punch 'em in the kisser... yarr!
I've actually seen a couple of games with broadly similar notions and mechanics, but none with the added wrinkle and chaos of surviving a storm, so that's fun. I'm inclined to think that there's a bit to much damage off collisions, and in my own games I'm likely to house rule that as doing only 1 hull damage each.
A decent game that gets bonus points because I like the author's work.
Oh, this also manages to simplify everything down to the storm/movement rolls and picking a template, so this also really fits the jam theme.
Yeah go nuts with the house rules. Could even make terrain spin the ship instead of damaging it too. Would lower the amount of incoming damage while still hindering the player.
I wanted it to be more like a dog fight between planes rather than a traditional ship battle. Where the ships cross paths at speed and have to out smart each other. So basing the mechanics on x-wing or gaslands made loads of sense to me. Heavily influenced by those games for sure.
Really appreciate the comments, thanks mate.
Cool Idea, I love the printable templates/scenery
I was a bit confused with how the movment works with the templates, but otherwise it all made sense.
Thanks! :)
It really needs a step by step diagram guide doesn't it? But if you get a chance to play it I'm sure you'll pick it up quick.
Any part that I can help with?