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A jam submission

LookbackView project page

A Mothership trifold about exfiltrating an agent from hallucinatory chaos. Made for the TripTech Game Jam 2025.
Submitted by Two Snakes Games — 4 hours, 59 minutes before the deadline
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Lookback's itch.io page

Results

CriteriaRankScore*Raw Score
Usability - How "pick up & play" is this for a Warden?#282.9713.063
Polish - How is the overall look/vibes/writing & design?#312.9103.000
Favorability - how much do you personally like the submission?#332.9713.063
Theme - How well does it match the Jam's Theme?#342.7892.875
Overall#342.9103.000

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. ? What determines if someone sees the Tiger Dragon in #5? ? Is there any mechanical benefit to the Lookback eyedrops? + Having the info in the map instead of outside of it is nice + Dream table looks really fun + Concept overall is very cool

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Comments

Submitted (1 edit) (+1)

Hiya, took some stray notes as I was reading, these are those notes!

When I got to the squirrels vs bears part I said out loud "oh no it's roblox from hell!" (i know almost nothing about roblox aside from the fact that kids can make their own games and they are enormously popular. so it is probably nothing like roblox. but i thought it was funny)

The combo of the shared hallucination + using the party's highest stress on dream rolls is a great way to reinforce narrative in gameplay. Love to see it

The way you've presented the real/unreal in tandem is really funny (in the good way). example i am thinking of here is room 4 -- black text, drooling people, red text, the most beautiful thing ever. got a chuckle outta me. also "a squirrel watches on solemnly."

How do you envision the players talking down Agent X? It'd be neat to see a little more on them, their motivations, fears, something to leverage. 

Stray thought, but after reading "Mines" in several of the modules, I had to readjust my brain every time I read MNEs, haha.

Cool stuff here! I could see it getting expanded into a bigger world, with more areas with more "games" and more tie-ins to the traumatic events of the society's past.

(also unrelated but I love the two snakes logo!)

Developer

Thank you to everyone who has given feedback so far! It’s very useful and inspiring :)

Submitted(+1)

Trippy! The connection to the jam's theme seems tenuous and a lot of the elements feel like they'd be more at home in a high fantasy/sci-fantasy kind of game like D&D or the old Gamma World. However, it's very creative, I'll give you that.

There's a lot here that I feel needs at least some explanation. Are things like the crystal angels real, or are the part of the game? Why are there actual squirrels everywhere but no bears? 

What's actually happening when someone dies in the simulation and "respawns"? I could see e.g. blacking out for a period of time and then regaining consciousness, but why does dying in the game move you somewhere different in the real world?

The design isn't too bad. The two colours you've picked clash a bit... one easy trick is just to pick two that are opposite each other on the colour wheel. So that blue you've got can go with something more orange. Or that purplish-red can go with teal. I would also try to avoid having all caps for text longer than a single sentence, as it's harder and slower to read; the variable heights of lower case letters help people recognize words by shape, whereas all caps you pretty much have to read letter by letter.

Overall, a whole planet full of people gradually succumbing to virtual reality addiction and losing touch with their real environment is good fodder for Mothership. The treatment is just a bit too silly and insufficiently thought-out for my taste. However, it looks easy enough to run for someone who does find it up their alley.

Developer(+1)

Haha I’m online so I thought I’d respond. This is genuinely interesting feedback to get - because some things you pulled out as issues are things we did deliberately and consciously! The ambiguity over what’s real and what isn’t, and what’s part of a consistent world and what isn’t is deliberate - from a player’s perspective I was hoping it would create a cumulative effect with potential hazards - so real hazards being disbelieved as real (especially if PCs have ‘respawned’ once already) is a genuine problem! The high-contrast colour choice was deliberate - it’s supposed to hurt your eyes a bit to evoke visual disturbance (although to be honest not sure how it would come across in print). That said I think the point about it being silly is fair enough - really wouldn’t want it to come across as ‘gonzo’ and it was a worry. Would work more on managing the tone if this was expanded. Thanks for taking the time to give feedback!

Submitted(+1)

Okay, in that case you've probably achieved what you set out to achieve, it's just not my cuppa tea, which is fine.

I will say that although confusing the players and having mysteries with no prescribed answer seems to be a standard part of Mothership design, I would recommend against confusing the Warden. Stuff like that can leave one wondering whether the designer had something in mind that they just forgot to mention and you're not seeing it, or whether it's an intentional open question. You could have a little panel about that somewhere. E.g. "WHAT'S UP WITH THE SQUIRRELS? Are they real, or part of the game? Are they just regular city squirrels that seem more significant because of the game's themes, or are they masterminding the whole thing in some way? Take cues from the players and let their guesses guide you, fleshing out the story as you go."

Developer (1 edit) (+1)

Oh agree, yes. I think either narrowing the scope to make what remains clearer, or splitting it into two as others have suggested, or expanding it and holding the Warden’s hand a bit more would help. I definitely would like to expand the implied setting and background a bit more - and it’s hard to do that through environmental storytelling (my fave) in a trifold format!

Jam Judge(+1)

You've got some great concepts in here! I also really like the grungy header treatment on the outside pages. The timeline is constructed well and the pitch functions as a solid one-shot starting point. I think there's some great implied history and the spy vibes are welcome in a typically blue-collar universe. I also dig the Hyper-Real encounters table - tying results to stress makes a lot of sense and there's a good variety in the entries.

Where I feel there could be improvement is partially in the writing of the locations and in some visual aspects. The 3x3 grid setup on the inside is a tad rigid, I think the typefaces chosen are a bit of a tonal mismatch with the writing, and a lot of encounters focus on violence without alternatives (although this is substantially helped by the respawning gimmick).  This all said, it's a solid module and there's plenty more potential to be squeezed out if you're looking to!

HostSubmitted(+1)

First, a quick typo, in the block “Who Are You?” you have written “posess” instead of possess (missing the first double s) note - I don’t knock points for typos haha

Okay that out of the way, I enjoyed reading Lookback and I think there is a lot to like about the general vibe and ideas there in. I do think it would take a bit extra prep for a warden to get the most out of this in its current state but I think you are close to something super cool.

One thing to think about is how Agent X has become swept up in the “Game” of it all and is hostile to the characters… what if instead of one agent there were two, and they have both become integrated into the game, each on a different side of the war, not only do you need to find them but you have to bring their sanity back to them… The PCs could try to join one faction and help them “Win” so the game will be over, or they could learn about the factions and have to “Talk Down” the Agents, or learn about the agents and bring them back to themselves… there are a lot of cool ways i think you could use the pieces you have to make a cooler end result.

Regardless, I had fun reading this one and hope you do a post Jam version from the notes you are getting because this is an idea that deserves you going the extra mile to bring it to its full potential!

Submitted(+2)

I really like the vibe of this, there are some fun things in here! Though in my opinion, the MNES should really be an alternate Virtual Boy XD, here is my feedback!
+ Clear and readable layout
+ Lookback adjacent information being colour coded in location keys is a great shorthand.
+ I love the random table and that it has a mechanical impact
- Location keys are a bit dense, they could do with a bit of simplification and editing to make them easier to parse at a glance.`
- A bit unclear if the players can refuse Lookback, I assume they can, but the text implies they are just administered it.
- No guidance on creating the PC's original personas, even though it is important to the module, even a mention of doing this beforehand would be helpful to wardens.
- No good reason to take Lookback, it would be cool if it provided a mechanical benefit (stress relief, or advantage on a check/save perhaps?) or there was a mystery/clue/puzzle that required its use.

Submitted(+2)

A please to see an illusion/ doppelganger user. A great use of hallucination-scapes to hide the true horror.

+ Great contrast between the whimsical illusions and the harrowing reality of the situation

+ Fun table of quirky hallucinations for those affected by the drug to experience

+ Interesting background plot involved with what the dreamers are all experiencing

If you're looking for feedback, let me know and I'll expand further.

Submitted

I’ll also wait to see what the author is looking for before giving feedback. Let us know !

In the mean time, congrats on making it to the finish line :))

Submitted(+3)

I loved the psychedelic VR-game forced nightmare, making it a shared hallucination balanced by majority makes room for a lot of unique scenarios and interactions. It could even have ramifications for future adventures with possitive and negative side effects, and I love when returning characters have been changed in unique ways.

On the other hand, thinking about a chain of one shots, I'm not a fan of the mind wipe intro. It makes it hard to insert mid way and it puts too much pressure either on the player to do something on the spot or the warden to give them motivations that would clash with the mission right near the end, with no time to let the players do something cool with or about it.

Considering how the animal civil war also doesn't shine as much as it could, it's barely a backdrop, I think that maybe you have two very strong modules here. One about being a mind wiped infiltration team and one about crossing alive the psychedelic war trenches, both beautiful things I'd like to run but kinda weaker when mixed together.

Developer(+2)

Yep, 100% agree - felt like that as it was coming together. Might try and split it into two separate things, a bit bigger in scope, later on!