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Wow there's a ton of really unique and interesting mechanics put into here! Just got one question, since it ties in so closely with a lot of the mechanics. 

Is the only way to increase the "rise of jaddeth" level the one step in birdsong? I just feel like since a normal game of root only lasts about 7 rounds, the game may end before you get to your really juicy swing turns! Also those few turns at the beginning are gonna be rough in each battle you're in, since you're never ever gonna deal rolled hits. 

At least that's how I'm reading it, if it works differently please let me know! I think it's a super unique concept and I'd love to play a game as and against them!

Thanks!

Yep that is how it works right now. However, I have no idea what it would look like after some intense testing. When I did playtest them, they were insanely good simply dealing 2 hits every time as defender in the later rounds - and it balanced out as attacker. It was almost impossible to take out a well-defended monastery because you had to commit so many warriors to do it. That said, I played with pretty non-aggressive factions, and I think their crippling beginning should balance out their later power. It was also before I added some of the newer mechanics (like Wrath of Jaddeth), but you'll still have monks to give a little extra attack/defense. Luckily the Wrath of Jaddeth scales, so though it can be crippling at the end, it's nothing to worry about in the beginning.

They would also struggle playing in a game with a very crowded board. So if I feel like continuing to develop them more after the jam's over, they're likely to get some changes - maybe including something that can raise/lower the Jaddeth track.

those sound like some good observations and I'd love to see them playtested and developed further. Please continue to share them :D