Play module
LARISSA'S TEARS's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it match the Jam's Theme? | #7 | 4.123 | 4.250 |
Usability - How "pick up & play" is this for a Warden? | #9 | 3.638 | 3.750 |
Overall | #17 | 3.532 | 3.641 |
Polish - How is the overall look/vibes/writing & design? | #24 | 3.274 | 3.375 |
Favorability - how much do you personally like the submission? | #30 | 3.092 | 3.188 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I adore this one!
It is worth noting my soft spot for any pamphlet that gives me a station to work with, especially one themed around a former luxury resort.
The depth crawl mechanics are easy to understand and implement. The goal of salvaging warp cores is simple yet immediately relatable to any far-flung PC Crew. I can easily see myself running this for my group some day.
hiya, reading this now, here are some stray notes!
excellent descriptions as i am going through. forgotten hospitality droids in particular jumped out at me as very evocative.
the coolant itself being a primary antagonist is really clever, and i love how you've made it more deadly as they get deeper.
i don't have a lot of experience with depthcrawls, so i appreciate how easy to parse and imagine this is!
among the top ones i've read so far re: theme. doesn't get much more beneath the surface than this! knocked it out of the park on the name of the module as well.
really cool stuff here! i'm most struck by the writing in here, thoughtful and confident. nice work! really enjoyed this.
Very clean, very straightforward to implement. I love some procedural generation and random tables so I will definitely be putting this on my short list of one-shots to run. Only thing I can think of is that I wouldn't hate some more interesting goals to work for but the warp cores (and the croc) should do a good job of driving the players forward.
This is an extremely cool concept, always good to see a randomised depth-crawl! Here is my feedback:
+ Great use of colour to emphasise the layout
+ Depth-crawl procedure is great
+
Synth-Croc!Evocative descriptions and monsters- Some of the descriptions feel a bit verbose (depth 0 and locations); some editing or reformatting would make these easier to parse the key information.
-The cover page is a bit hard to read, especially with bubbles
- Minor typos and some inconsistent bolding for emphasis.
- Living coolant is cool but confusing, unclear how it occurred/ what it wants, is all Jump Drive coolant like this? How did it happen?
- The arrangement of pages feels a bit weird if it were a physical object
This adventure has the sauce! A cohesive look, text-heavy but still readable with excellent hierarchy of information. Reading linearly outlines everything I need to know to run it, and more important gets me stoked with ideas. I love the risk vs. reward of the depth crawls procedures. I feel like I could throw this at my table with 5 minutes of prep and it would be a great night of Mothership!
Only place I feel it falters a bit is in the front panel. The body text treatment is ever so slightly larger/different than the rest of the pamphlet, and I feel the bubble elements/title treatment could be pushed further into analog sci-fi horror territory.
That's a nitpick, though. This is really great plug-and-play module with a lot of inspired elements!
I hope Picard didnt went here to relax
I took a close look at this when it was the only submission up yet, not realizing I couldn't submit comments right away, and I've now lost my notes. I like the general concept and the sense of disorientation it fosters.
I think this amount of text in a trifold requires more effort on the design front to make it readable. Right now it'd be very easy to get lost in the wall of text, and I think many people would just look at it and go "I'm not reading that" before giving the content itself a chance.
In terms of content, what confused me most was the living coolant, specifically when and how often it should be "attacking." If it's just whenever the Warden feels like things have slowed down and needs to pressure the players, make that clear. Alternatively, it may have been your intent that the coolant-themed encounters are what provokes the attacks, in which case that could also be more clear e.g. "attacks every round until the players leave this area."
That said, the tables are fun and I like that the randomness makes it almost roguelike in that if the players were having fun but got TPKed quickly, you could actually run the same thing again without it being very spoiled.