Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Whisperers Guild - Rootjam 2023View project page

Whisperers Guild (ROOT Fan Faction)
Submitted by slugfacekillah
Add to collection

Play game

Whisperers Guild - Rootjam 2023's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity/Uniqueness#44.4214.421
Clarity of Rules/Mechanics#73.5793.579
Use of this year's theme#153.0533.053

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

No

Includes PnP?

Yes

Includes TTS files?

Yes

TTS File URL (If you've uploaded to workshop)
https://steamcommunity.com/sharedfiles/filedetails/?id=2976313299

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

This looks so very slick. A faction I think veterans will appreciate very much. That midnight phase is so good, both in theme and gameplay. Really makes the faction pop. Looking forward to the updates.

Submitted(+1)

I cannot believe the polish and thought behind this faction, as it deals with some components and idea that I worked with on my own... But you developed them in such a thought out and considered way! (Not to mention that your faction pieces and the board itself would fit RIGHT in with an official expansion). 

You ended up using the mechanic that's dear to my heart of some pieces "not being considered enemy pieces", but developed them in an interesting way that I kind of would have liked to see the corvids moved in. The integration of midnight actions is also top notch, even including my favourite in game action (instigate). 

One thing I'm interested to see play out is how your buildings can't be battled unless the piece stacked on top is removed. That was a huge part of my own faction but I found it made my lil guys not want to get involved in conflict against the faction that was protecting them. Would be interested to see how it works out in playtesting. Also interested to see how their scoring goes in playtesting, since it revolves a LOT around other factions. 

All in all, so much consideration and incredibly cool mechanics used here. Love ALL of it!

Developer

Thanks so much, Tin! :D I'm... a little embarrassed to say this but I've already made a next version of this that knocks the SOCKS of it! :o XD In the spirit of the jam, I won't be sharing any details about it until afterwards but rest assured you will see LOTS more about these weasels in the next few months (and hopefully play with them a bunch too!) All of the ideas and general principles are here in this one, but all I will say is this next version just Siiiiiings! :D Not only have I managed to keep all the same flavours and streamline the components (just warriors and insight now and it all still works! better even!) but, more importantly, it really streamlines the player experience for it. One of my favourite playtests I've had for anything in a looooong long time! Very unique and cool game. Everyone was neck and neck until the very final moments! ;D Really happy I got this first prototype as it really got the juices flowing

The 'not considered enemy pieces' had a lot to do with tests with Rats. I tried a few different things but this was just interacting better with a wider variety of factions (WA include) and the interplay between desire to rule a few extra places, be present to perform instigate, possibly bait players by being present into martyr (as a way to steal resources only - it was too powerful in early versions) but also the push/pull of needing to be present but also be forced to remove to move other players and carnage causing you to pop up where they don't want you. It a very spicy mix once it's been smoothed out. Shman... eager for more plays!

The buildings under other buildings has worked really well thus far since you don't really 'need' to rule clearings to move or score or anything. It just helps you increase your hand size. It's almost benign to other players until you are holding all the cards and then factions need to cooperate since players can not root you out from under their buildings without help/cooperation. The other aspect of 'treating yourself as ruling those clearings during your turn' is to help make dominance a dangerous and viable plan if factions are not watching as well as being able to trigger some of the effects on crafted cards.

Anyways! blablablabal XD it's late but thanks for stopping by and all the kinds words. I'm really excited about this faction and it's potential to be streamlined into a very player-friendly experience (which, admittedly, it is not quite there in this version) :P  

Submitted(+1)

holy smokes I cannot WAIT to see it, please continue to keep me updated on how it goes! It sounds like they've created a gameplay that leads to a nail-biting and competitive finish, which is something that you can only dream of when it comes to root!

The not considered enemy pieces thing was also to do with rats and simplifying things for me, I had some help with that one :P also can't believe you've put the thought in to make them a threat for dominance plays 

Super excited to see how they turn out and continue to develop!! :D

Developer

Rats are tricky like that! XD

Developer (2 edits)

Forgot my buildings for the PnP! Bloops! :o
>> https://drive.google.com/drive/folders/1yVx2dVjNRHoDM1N7KTHp1TA1QwqGphs0?usp=sha...

XD Above is an Updated PnP for Tokens etc (with buildings)