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Page 1, Column 2, The Influence Phase: 'The players roll of' should be 'the players roll *off*', the rest of the sentence would probably be better phrased as 'the order players act in each phase for the turn'. The entire following paragraph needs work. "A player may place one" can be removed and makes that entire sentence more legible. Players are not required to place any orders would be a better phrasing as well. The unit chart(s) are also formatted a touch awkwardly.

I'm not sure that the interpretation check on orders isn't going a bit too much into the weeds. It leans into the theme of foolish mortals, and while I like the notion of variable difficulty activation rolls, I believe there's too much else going on to make this idea work here. That said, I might steal the notion in the future, as it adds a fair amount of player choice and strategy while not adding too much complexity. I'm not sure I like the distinction of adding more attack rolls instead of modifying the hit roll, but it could be argued either way, and makes the defense math a bit more consistent. I understand the intent of the chart of mortal idiocy, but I think the double movement is a touch too much, changing the struggling with the actions of your followers into an actual chore, rather than a compelling element. This also squares somewhat poorly with the divine powers, many of which involve preserving your units.

How well does this match the Jam's theme? I can see the notion of 'redefining failure' with the attempt to destroy your own shrines and preserve the enemies, but to be honest, that's mostly just a color swap, and given the obscured placement is really mostly academic. I don't think this really matches the Jam theme very tightly. I'm also inclined to rate the design as being somewhat weak based on my criticisms above. And while I'm aware of the time constraints this was developed under, the grammar and writing issues also hurt this game. This is however a very strong game in originality, with the struggle against your own units, and a few mechanics that are both novel and interesting, notably the assignment of divine power.