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Monster Hunt's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #2 | 4.059 | 4.059 |
Overall | #4 | 3.980 | 3.980 |
Mechanics & Clarity | #6 | 3.765 | 3.765 |
Concept & Originality | #6 | 4.118 | 4.118 |
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
Are the players allowed to move around the table?
If they are, the game can be simplified even further by removing the monster movement rules.
I am a big fan of this design, though! An expansion I am eager to try is multiple monsters.
A coin flick game!! So cool, and very unique.
One issue I have is that I've not got ready access to American currency. Although I'm sure I can find something similar. Maybe some templates for us foreigners haha!
A friend brought that up during playtesting, and I forgot to include it in final resolution. I meant to look into foreign currency and try to find a sizing chart, but it didn't make it for the final. I'll look into that and publish a revised version in the near future.
This is like a geek petanque, great Idea and execution
thank you :)
I really enjoy this submission as it seems to be the only one with a physical skill element! Did a specific game inspire that choice, or was it spur of the moment? Overall solid and simple, I could see it being expanded to a whole board game, perhaps with weapons that increase or modify the players target range or clans that award more points based on completing challenges. Could be an awesome family game.
The idea was sprouted from being a whole board game, with the idea of having stat tables for different characters, and random roll charts for different monster types. (wings, 2 legs, 4 legs, etc) But with the announcement of the "design by subtraction" theme, I was struggling to figure out how to keep it simple. A friend suggested making it a coin game, and the concept solidified from there.
So: ''' Between 3.5" and 4.4" ''' is remarkably specific. Why?
I felt that there needed to be a range for the wizard to shoot for. With the fighter and the assassin there is a clear “target”. Get close to the monster, but don’t touch it.
The wizard it was trickier, since they were at range with no clear “marker” to shoot for. I played with a couple different distances to shoot for, and settled on giving the wizard a 1inch range band to fall within.
also just realized that 4.4 is a typo on my part. Should read 4.5…
Speaking of subtraction, you might have been able to reduce the clock face to a hex and only use a d6 instead of also requiring a d12. Otherwise it's a neat little coin flicker/dexterity game.
ooh, I like that idea. I was trying to figure out a way to do a d6 for movement. I discarded the 2d6 idea since it would rarely result in a 2 or 12, and never a 1. I didn't think about the hex system.
If you wanted to make it a little less restricted, you could have the hex movement be relative to the rolling player, and just work through the players.