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A jam submission

Sworn ProtectorsView project page

A game about superheroes with powers tied to the oaths they swear.
Submitted by GameMaru (@DanMaruschak), Matt|Lieutier, Luke Miller (@mootootwo) — 1 day, 7 hours before the deadline
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Sworn Protectors's itch.io page

Results

CriteriaRankScore*Raw Score
How clear & compelling is the game's central idea?#153.5784.000
How elegant, useful, and intuitive are the game's mechanics?#162.6833.000
How cohesively designed do you think the game is overall?#162.6833.000

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).

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