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A jam submission

The Guild of Canard Crafters - RootJam 2024View project page

These master craftsmen have gained a reputation for only crafting the most premium wares, no matter the sacrifice...
Submitted by brendz — 21 hours, 12 minutes before the deadline
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The Guild of Canard Crafters - RootJam 2024's itch.io page

Results

CriteriaRankScore*Raw Score
Clarity of Rules/Mechanics#63.6843.684
Use of this year's theme#262.4212.421
Creativity/Uniqueness#263.1583.158

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?

No

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Comments

Submitted(+1)

Really enjoy the commitment to the theme, and nice to have a big crafter thrown in! All of it comes together really nicely, and what lovely duck monuments! ♥ Really fun that there's a perminance to their removal too.

My only thought is that, perhaps, a lot is dependant on the duck depot count. Now I've not played as them, so it could totally not be an issue, but it seems the way to keep this faction weak and struggling is to just smash a few duck depots. Then their action economy is hurt - Less moves, less (potential) battles, less crafting, and worst - less cards! Also, unless I'm confused, it seems you can only build one of those lil' depots a turn, so to keep them stagnating at a weak level you just need to make sure you destroy one of them. Again, in practice perhaps this isn't how things shake up at all, but just a thought! :P

Love the theme, both aesthetically and mechanically ^^

Submitted(+1)

Major props, you've done a great job keeping your faction board clean, clear, and concise. Everything was perfectly clear on the first read through! I also like that you've designed a faction that really leans into the crafting as the primary mechanic instead of a side hustle or a finisher, the two passives are a really special lean into this identity.

I do worry, however, that the faction seems very dangerously easy to stop or even delete from the game altogether. Have I missed a comeback mechanic in the event that your Manufactory is destroyed and you become unale to recruit or rule anywhere?

Developer

Thanks for the feedback!

The inspiration for the Manufactory was the Cats' Keep token, in that it's the hub of your empire you expand out from and you have to be careful not to let it be destroyed as you can't get it back. I do think you are correct that they might be a bit too easy to stop right now since they start off a lot weaker than Cats.

In future versions I definitely would look into giving them a backup option for if their buildings get destroyed.