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(+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

This design addresses the theme: instead of multiple maps, there is one map, but many views into it through the different routes of each player character's ship. That's a neat way to approach it.

Maps

It appears from my reading that the maps act as an artifact of play (recording what has happened), and tracking the route the heroes take. However, it doesn't seem that the map itself (its topology, layout, design, etc.) directly affects the mechanics. To me, that is an important part of a map game, but I understand that doesn't meet everyone's definition.

Tone and style

I personally found the all-caps font hard to read. I would personally use normal capitalization font. There were a few style language issues that I had to think about for a second, e.g. a “cross” instead of "tails" on a coin flip, but that's pretty small. I would say that some of the sections feel a bit redundant. A copy-editor could help with that. Other than that, I think the text does a good job setting the tone of Homeric myth. It has a fun and jovial tone that I like a lot.

Elegant

I wouldn't say throwing the coin is an elegant mechanic! It's sort of fun though. However, with most dexterity-based mechanics, it can be ableist. Perhaps you can put in an alternative rule for those who aren't able to throw a coin (or are bad at it), such as rolling a coin or rolling dice that determine an angle and distance, etc. 

Overall the mechanics sound fun, choosing which resources to draw down is a really nice mechanic that gives the player choice without being overwhelming.

Easy to understand

I did have a bit of trouble understanding the game. I think some of that might be the understandable fact that it wasn't written by a native English speaker. Thanks for sharing in English though! I certainly would have a lot of trouble reading it in Italian. Even after re-reading a few sections, there are still some mechanics I don’t understand, for example, Hubris. After reading and rereading some sections, I also don’t understand where the route map actually goes. I can see that is clarified a bit below - adding clarity there in a revision would be great. I can surmise there is one for each player (though that could be made more explicit). However, the end condition that isn't running out of Hubris was not super clear to me - how do you actually reach Ithake? I also don’t understand where the "Exile" sheet is located.

Thanks for sharing your submission! I enjoyed reading it.

Hi, thanks for your words and for your time, it's very important to me to have feedback!

So, point to point

Maps:

 I understand your point, however if you take a look at the "routes" sheet, the differente segments have an effect on resources and hint for the imagination with question. The topology affects the game in this way, I hope.

Style:

 Eheeh, yeah, because I toootally knew that it was tails and not cross, sure, ehehe (thank you)
I'll see what to do with the font, it's my first game so I surely made bad decisions. (We engineers don't have a good look for this things, I'm afraid). Thanks, the tone was exactly what I wanted.

Elegant:

Well, I see your point about the flip of the coin, but it can be replaced with no cost at all by the roll of a dice on the table, with the division 1-3, 4-6 for success. I'll add a note for that, no problem. The core mechanics I thought was a "push your luck" one. BEcause a greek Hero always win, but at what cost? I was inspired by "never tell me the odds". If you don't know it, have a look, it's great. So you can win but lose something of yourself, of your home (Nostalgia).

I intended to keep it simple and fun, to feel you great and heroic. I think elegant means the most efficient and simple way to reach a goal. SImple it is, but I don't know if it is well aimed. 

Easy to understand:

Yes, I'm sorry about that. It's a first draft of the first game I made, so I'm sure is confusionary.  Even because I think it's more understandable with all the sheet printed and under your nose, maybe I shouldn't have divided in multiple documents. But for the sake of clarity:

-You lose for Nostalgia, not hubris. Hubris is your way to explore the world, and make yourself less prone to lose your will to come back home.

-The "good ending" is when you take all the routes on your sheet (it's a A4 paper divided in strip)

-The Home/Exile is the equivalent of the class of DnD, in a some way. I've uploaded one example, the Father (Home) and Demigod (Exile). For the words limit I didn't make more example, but ideally you would have a choiche of X Home and Y Exile where to choose.

I surely will make more clear in the draft after the jam.

Thank you for the review! If you have a look at the sheets you didn't read and you have more questions, here I am.  :)