Play game
Sworn Protectors's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How clear & compelling is the game's central idea? | #15 | 3.578 | 4.000 |
How elegant, useful, and intuitive are the game's mechanics? | #16 | 2.683 | 3.000 |
How cohesively designed do you think the game is overall? | #16 | 2.683 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- How clear & compelling is the game's central idea? I really like the premise of gaining power through oath, and that kept me reading through the end. How elegant, useful, & intuitive are the game's mechanics? I love the dice pool that you choose to deplete combined with how dice are counted. The reckoning is a very clever solution to making the Oath a constant possibility. How cohesively designed do you think the game is overall? All together, it works. I have a few concerns in specific areas, like how session end works.
- The core idea at the heart of this game, people empowered by their oaths and responsibilities, is very cool, and I think there's a lot here that makes for interesting superhero stories. Ultimately, however, I think the mechanics bog down the concept, rather than help bring it to play. There are some mechanics that I'd love to see again, though, like the re-rolling mechanic accruing more and more complications (but maybe you'll succeed this time!) is a great tension.
- Superheros are a very interesting genre that can be taken in a number of ways, and I was initially very interested in the premise of superheros struggling with moral codes and coming from a lineage of wizards and witches, but the game almost squanders this possibility. It explains the setting in an incredibly dry manner, and it soon sapped much of my interest. I also found the goal oriented nature of the codes disappointing. The game mechanics are interesting, and the light/dark dice dichotomy is pretty okay, but it feels very gamey. I found the way that the game distributed some decision making throigh it's thumbs/thumbs down, but overall the game feels like it has too many ideas. All the ideas were communicated fine, but it seemed like a push and pull between: a simple dice game, a flexible low GM narrative game, and a more complicated granular experience (especially in the powers and the GM moves).
Leave a comment
Log in with itch.io to leave a comment.
Comments
No one has posted a comment yet