This is one of the funniest ones to read, and also looks really great. Full marks and then some for polish. The only critical thing I can say there is that it needs some proofreading. (E.g. It's hunger -> Its hunger, dopemine -> dopamine, targetting -> targeting). But the fact that I'm pointing out typos and spelling mistakes for this one and none of the others just says there's nothing else to pick at.
Weirdly, this is the second one back-to-back that got an actual laugh-out-loud from me on the cover. The chipper blurb followed by "WE'RE ALL LIKELY FUCKED" as a customer review is perfect tone-setting and genuinely caught me off guard in its delivery, which of course is the key to most successful humour.
The illustrations are super charming and the layout work is up there among the better entries.
I really like the approach of putting super-brief descriptors for each location on the first line followed by the more detailed description of the contents. It's both helpful for the Warden's own visualization and should keep the flow going at the table as it allows you to instantly give the players their first impression of the location while you read and refresh your memory of the details. I will probably steal that idea for a module at some point.
Weakest point is probably theme. Not that it's a bad theme, it's just that the connection to the jam is both obvious and shallowly implemented. "Something aquatic" is probably the first thing that sprang to many people's minds, and you're not playing with the actual water surface much (transitions from above/below water, things emerging out of the water, plunging into the deep, etc.) like some of the other aquatic ones. Outside of the context of the jam it's not an issue at all, but there are some other entries that really embraced the theme and wove it into the whole story.
Usability is almost perfect... it'd certainly be easy to run the adventure once it's going, and everything's super easy to follow and set up for Warden convenience. What's a bit weak is maybe setup, denouement, and secondary plot arcs. Just respond to a distress call, show up and.... I guess kill the horror and steal the treasure chest? I think the biggest omission is NPC motivations and how much they know/care about what's going on . It seems like they're all just hanging out acting like everything's normal in a kinda surreal way. I notice the horror also ignores the scouts... does that mean it's the players' imagination? Who sent the distress call? I guess this is another one of those "we want the Warden and players to come up with those answers" things, but it does make it harder to run and prevents me from giving full marks for Usability.
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