Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Smash and GrabView project page

a real-time mothership misadventure
Submitted by Dave Thaumavore — 5 days, 19 hours before the deadline
Add to collection

Play game

Smash and Grab's itch.io page

Results

CriteriaRankScore*Raw Score
Theme - How well does it match the Jam's Theme?#134.0024.125
Overall#183.5173.625
Favorability - how much do you personally like the submission?#193.4563.563
Polish - How is the overall look/vibes/writing & design?#213.5173.625
Usability - How "pick up & play" is this for a Warden?#253.0923.188

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • I am a new warden, so my feedback is what I had questions about after reading, and what made me feel particularly excited about the module/like I could run it. ? How do I determine where the caretaker is? ? What are the small rooms marked with ? on the map? ? What does "50% chance of vacc suit 1d10 per minute." in 3. Temple mean? ? What is the "something from below" in 7, Spiral Descent + module looks really cool, I especially love the caretaker statblock panel and map presentation

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I'm liking the time mechanic, is something I've though about but couldn't see a way to make functional. I feel your aproach puts a ton of pressure on the warden, which is valid but makes me wonder if I could manage the irl stress.

I'm having some issues connecting the mining results with the exploration. Is drilling in the maze or the amphitheatre gonna give the same results? How are they carrying all this? Is it not affecting their traversal? 

You already have an interesting mechanic so it feels wrong to ask for more, but it's something stopping me from wanting to run this right now.

Submitted

Hiya! here are the notes i took as i read this one!

oh baby look at all this GREAT ART. cover piece, items, caretaker, core, map all looking fantastic.

WOW we're really doing real-time on this one! this is crazy. such a cool idea. i'm sweating even thinking about it.

VERY stray thought here, but this is making me think it would be cool to introduce one of those chess timer things into a scenario like this. players hit it when they're waiting for warden input. wardens hit it when they're waiting for player input. that is completely unrelated, but how could would that be? (disclaimer: i have never used one of these and only have a vague idea of how they work) anyway, back to the actual pamphlet!

oh boy. this timer tool is GREAT. i feel like you should make it clear in the text that it is not just a link to some timer website, this is a thing you built specifically for THIS. (i only opened it because i visited the project page and saw the link - i prob wasn't gonna scan the QR unless it was clear it was a Companion Piece)

the name completely tricked me-- i was expecting something more straightforward and instead got taken on a ride. to be clear this is an unqualified compliment! i love it.

areas of interest are bursting with interesting ideas that fit the theme beautifully.

only potential fear for me is a party split might make time tracking painful, but honestly, i'd work around it to run this. its so good.

really cool work here, hit me out of nowhere, and got my brain running on overdrive. fantastic!

Submitted

I like the idea of an adventure with a real-time component. It's something I've toyed with at various times, e.g. by restricting players' ability to discuss plans unless they want to call a meeting, in which case game time advances by the amount of time they spend talking. So I like the fact that you were willing to try to do that.

However, I feel like the module doesn't really know what it wants to be. Are we mining or are we doing a dungeon crawl? From the exterior of the pamphlet, I figured we'd be drilling on the asteroid surface and then eventually accidentally breaking through into the ziggurat and freeing an evil. But then with the inside spread it seems like we're just left outside the doors and we go in and... randomly start drilling ancient temple artifacts in the hopes that loot spills out?

It's very video gamey, and also feels like maybe there was some too-many-cooks happening with this four-person team.

As far as the mining mechanic goes, you spent an entire panel on it and I still don't feel confident I know how it's supposed to work. My best guess: you need four people to do it right, each with one of the four pieces of equipment. For each that's missing, you take 30 seconds longer and have some possible mishaps. You can drill... anywhere and anything? And then roll on the table unless the map tells you there's something specific in the thing you're drilling?

I'm not sure what the "two hands" bit is all about. Are the players supposed to be physically pretending to drill while doing this? Or is that just in game, to say that they can't do anything else except talk during those 2+ minutes?

I feel like there's also a lot of dungeon there to get through in just 2 hours before the Big Bad shows up and ruins everything. No group I've played with would speed through that many rooms in that time, especially with game-mandated drilling pauses.

I don't know. I want to like this because real-time drill-and-get-out feels fun. And there are some cool things here, like the deafening echo amphitheatre. But it's all kind of a mess and I can't see how to tie it together into an experience that would make sense to the players and lend itself to speed-running.

Submitted

I love me some ancient alien structures and temple guardians, so this feels right up my alley! hHereis my feedback:
+ Lost Caretaker is my jam, its dynamism really stands out as the central horror.
+ Time mechanic is a unique feature that adds some good mechnical impact for failure
+ Strong theme and some really enticing rewards!
- The ordering of the outside sheet could be changed a bit, as a physical product, it would be a bit confusing to read.
- Time mechanics are implemented well as mentioned, but might be a bit hit or miss depending on the group.
- Colour choices for backgrounds feel a bit disparate.
- Spiral descent consequences feel a bit too vague.
- The map is cool, but the usage of cylinders causes it to look a bit overwhelming and slightly harder to parse.
- I assume mining occurs at the ? Locations, otherwise, I am a bit confused, as these aren't explained.

Jam Judge

The real-time element is a really fun gimmick! I feel it could be expanded further with respect to risk vs. reward - either rewarding you with time saves for skipping use of a tool/making sloppy moves, or having some other element of the adventure intervene to disable/steal equipment, forcing PCs to skip them and risk making things worse. As it stands, I still like the adherence to realism in asking the party to track their equipment and make drilling an active minigame beyond "I roll for this > done." You've gotta have your hands on the controls and watch the clock tick down. Make your players spell each other off to go refill drinks and chips. Lots of fun ways to shake up a typical night of TTRPGs!

The isometric-ish map art is great, and I think the Last Caretaker is a really strong horror. Succinct and useable breakdown of motives, the build up to its appearance with the timeline is full of all banger "trailer shot" set piece moments, and its differing behaviour on each Wound will effectively keep the PCs on their toes and lead them further into the adventure's finale!

On the critical side, I think the outside middle panel could use a visual touch up. The gradients on the text boxes feel weak and the equipment images are really squished together. Century Gothic doesn't serve well in body text in my opinion and could be swapped for a more versatile typeface. I also personally question the choice to plug socials on the front cover, especially as hyperlinks. Changing that for a print version might be welcome.

Submitted

Excellent module that I could pick up and run with very little preparation.

Room 1 feels out of place with the d3/d6 rolls. To keep low numbers, the fall distance could be replaced with d5 at disadvantage, then inflict d5 damage per metre fallen.

Submitted(+2)

This is such a cool concept, love the real time aspect and the last caretaker is wild! Awesome work!