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(1 edit) (+1)

Hey, thanks for the submission. With the big caveat that I haven’t actually played the game, just read it, here’s my review. 

Theme / Map

This game stood out by being one of the full board game submissions I read. It reminded me a lot of Evolution / Evolution: Climate / Oceans. Which is good, as I love those games. The addition of a map to that kind of game adds a cool mechanic. However, I don't think the map mechanic here fully addressed the theme. It's really just one map with multiple species. Maybe the different levels of competition (herbivore, predator, etc.) creates multiple views of the map? In any case the map is very important to the design.

Elegance

Regarding design, overall I thought it seemed like it would be fun. I chuckled at "resolve the conflict through arm wrestling", but I do think that rule is ableist. Perhaps you could provide other options for resolving a tie. Compared to the RPG submissions, I really felt I would have to play this to see how well balanced it is and to discover the emergent strategies.

Tone and style

Overall the text was functional. I did notice a few spelling errors, e.g. “Planes” should be “Plains.” If you iterate, perhaps adding some layout would make the game a bit more attractive, but for a jam that’s no big deal. It’s great you added your own game art. I feel like writing and erasing species names on the map might get annoying? Maybe you can use tokens or slips of paper with the species name on it instead? I’m not sure.

Easy to understand

I thought the game was easy to understand. One point is that it appears to introduce creating a species and the tree of life without explaining them (#2 on page 1). If you do that, perhaps you should link to that section of the document so players know that explanation is coming? Or just say, “see section X.”

“Add their starting species”: does that mean write in the name? (#2 on page 1) Perhaps this could be clarified.

Thanks for the opportunity to review your game.

(+2)

Thanks for the feedback. I swear the whole time I was thinking "make sure you get the right planes", bit daft I ended up messing that up anyway. Thanks for the feedback on the clarity, I'm quite relieved that it's ended up that parseable , I was a bit worried about that

Regarding the second map thing, the idea I was angling at was that the "tree of life" diagrams that each player builds over the course of the game were the second "maps". I did make sure to check that people had described them as maps and as far as I can tell, they are. Perhaps I should have made that more explicit?

Good point on the arm wrestling. I think at that point I was thinking "There's already a couple ways to resolve this above this that could fail, I don't want to bog people down in another layer of 'if that doesn't work, do this' so I should put something interesting in at the end" but I probably could have chosen a better one. 

Ah, I see! The tree of life could definitely be considered a map. That hadn't occurred to me. 

I guess my only advice there is: can that map become a part of play rather than an artifact of it? This is a thing all the jam submissions have really made me think about. As far as I remember, you build your map as the game progresses, but there isn't really a mechanical use for the map after it is built. Maybe you are limited in the number of branches? I forget. But doing something like that, or allowing for some kind of evolutionary mechanic where you can steal past traits or steal traits from other trees could be cool. Or each level in the tree adds some mechanic - a progression or leveling up or something. You could thereby encourage or discourage diversification versus specialization. I don't remember seeing anything like that in the cards or mechanics, and it could make the tree more a part of play. Just a thought.