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A jam submission

Horned HeightsView project page

Build your masterpiece
Submitted by baldvinjon and hrimurr — 9 minutes, 30 seconds before the deadline
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Horned Heights's itch.io page

Results

CriteriaRankScore*Raw Score
Use of this year's theme#44.0504.050
Clarity of Rules/Mechanics#83.4503.450
Creativity/Uniqueness#94.0504.050

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

Yes

Includes PnP?

Yes

Includes TTS files?

No

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Comments

Submitted (2 edits) (+2)

This faction idea is cool thematically, and it's fun to see another faction interact with the ruins. The visual design and board layout looks great as well. We playtested them last night and I have some notes.

1) We really liked the interesting new aspects they add to games by being able to take multiple ruins on one turn and being another faction that actually uses items.

2) Due to the current card draw rules as written, Horned Heights can stall easily if they somehow end up with no cards in hand and only 1 tower. There's no way for them to draw more cards and thus place more towers. I think you may have meant for them to draw 1 card by default, plus 1 per card symbol showing.

3) It was really difficult for them to score points. After 5 turns, Horned Heights had only scored 2 points and both were from destroying cardboard (so neither of the two "faction-specific" scoring abilities). This was partly because they didn't draw anything they could craft and 6-7 cheap items got crafted away quickly. I think there needs to be a mechanic to take other factions crafted items (similar to how Vagabond and LotH can take crafted items) because getting items is not only their action engine but literally their points engine, so they are doomed in a game with high-crafting factions.

4) They can recruit a lot of warriors, but their battle ability seemed very weak. Only being able to Ram AFTER the build step in the turn made it so that even when they cleared a space for a tower, they couldn't build the tower until next turn and by then other factions usually filled that space. I think Ram should at least be in the same step as Move, Recruit and Build. Since our Horned Heights never got any boots, they also could only battle once per turn max. It seems very fragile.

5) Items tend to run out by the end of the game, so it seems like Horned Heights will stall out and have very little closing power. If they try to score fast and jump ahead too early, people will destroy their towers and they'll lose all those items permanently. It felt like they needed a way to retrieve items that had left the game, or another way to score points. This is where having more battles would be nice; with no items to score points and only 1 battle per turn, our playtest of them felt hopeless.

6) Personally, I felt it was confusing to give a new name to every item (Banquet Hall, Turrets, etc). It fits thematically but it made learning the faction more complicated than just saying (Tea, Crossbow, etc) since those are the words we already know for those items.

7) Stacking items under towers fits the jam theme very well, but in actual gameplay it was too hard for us to see what was under there, so we ended up just leaving the items laying out next to the tower. I'm not sure if there is a fix for this.

I do really like the interesting design with using items, stacking on ruins, and only being able to attack in neighboring clearings. I hope you keep working on this idea even if you decide to overhaul the design, and Horned Heights could end up being very enjoyable to play (and have a chance at winning)!

Submitted

This is a really clever idea! I love the stacking ability but I am still trying to figure out how some of it works! It does seem like scoring points might be difficult as the internal scoring engine relies on you having coins and that needs some good RNG. 

My main question is that when a tower collapses and one reinforcement is removed, where does that reinforcement go? Back to the board? Out of the game? I am curious how this faction would interact with the Vagabond because the existence of the crafted items box means that the Vagabond can steal their not reinforced crafts but I don't see why they would ever keep them there considering the order! Still really cool factions! 

Submitted

Just wanted to drop in and say I absolutely love the polish you've given to the components and faction board itself. I also LOVE the flavour you've given to EACH item in the game, that's a tall order and you made it work. Really interested to keep an eye on these guys going ahead :D

(1 edit)

We played the first game with them :) Unfortunately, they are rather weak now, but with amazing potential. The idea is very fresh!

Submitted(+2)

This is one of my favourites so far - great use of the theme. I'm a sucker for factions that make good use of items/ruins and having these towers across the map is super fun. (Why stop at 4?? Keep the stack going!) I do think they might have a scoring problem though. Let's the vagabond or rats snag a few ruin items and other players craft items early to block you. There's not many items left for your towers, and after a few battles you're locked out of scoring points. Maybe when your enemies remove reinforcements the items go into the crafted items box rather than removed from the game. Then there could be some ability (similar to looters) to yank those items back? It might keep things a bit more flexible and dynamic.

Developer

Thank youuuu soo much!! yes we agree that the max cap and the scoring needs some looking into as there’s going to be a lot of competition for the items. As endgamer suggested, scoring every single turn for the reinforcements might be better. Also the collapse of the tower is brutal for them and I agree that a comeback mechanic is needed, as you suggested. Thank you for your feedback!

Submitted

Also letting them recruit like crazy or giving them a defensive buff (like embedded agents, field hospitals, devout knights, whatever gives it the right feel) might also solve this problem by making it harder for other players to trigger collapse.

Submitted (1 edit) (+2)

Very much enjoyed reading this entry! Sta-sta-staaaaaacked!! :D What if someone Jenga's it tho?! :o XD

Submitted(+2)

Happy to see another faction that utilizes ruin items and can give some nice unique actions to the items that they craft... I particularly like how specific items give you specific extra actions during your daylight, giving you a little bit of extra versatility, but not at the blanket one extra action. Do they score every single turn for items that are underneath their towers? It seems like even with that ability, that they would have some trouble scoring enough points

Thanks for the feedback, means a lot! We went back and forth but ended on scoring only when you reinforce rather than every turn. However I think you have a point with lack of scoring opportunities and it might be better to have them score every turn.

Submitted(+2)

An amazingly unique and creative entry! I love this idea of stacking your buildings on top of items.