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Love it, easily one of the best of the Jam.
one very small point, i feel like you should underline the letters in, “SEND NEW WARES SOON. SOULS SPENT.” so that the clue is a little more apparent for the Warden. I noticed it right away and rejected it because i missed that the letters were in fact all there… so essentially make it SENd NeW WareS Soon. Souls spent. SENN W WSSS (Can’t underline in this text box for some reason)
Great note- will definitely add that in polish! Thanks!
A stylish looking module that has a very cool design for a trap dungeon. I think you kill it with giving exactly what's needed to run the game and nothing more. I'm inspired to keep this one in my back pocket and throw a fresh coat of paint on it for whatever weird situation my players get into.
(+) Great time ticking mechanic that both forces exploration and haste while capturing the feeling of being in a maze
(+) Fantastic retro comic art and texturing to give a unique sense of identity
(+) Diverse and evocative liminal locations with brief but clear descriptions
This is a gorgeous trifold! The layout is very clear, and the art adds to the theme.
Very much reminiscent of Fractal Station by Jet McFin. Your module is however a lot easier to wrap your head around. Although, there are still some parts of the mechanics that are a little unclear to me.
I am in awe. What a trap! Steven King-esque tropes, a devastating NPC, and a very simple solution that does not present itself easily. The rest is deadly, and up to the players to get lost in. Vicious, but fair.
I love your map! Also I think you could probably use this with the game FIST as well.
An endlessly rearranging store, fun times! I love the key art, which is an amazing piece, and the concept is fun. However, with no hints other than the white rabbit, I fear players will become frustrated before finding the True Path, especially when there are few other perils or objects to interact with in the rooms.
It is also not clear to me if the players will start in Room 1 when entering or a random one (it feels weird to enter the shop only to end up in a back room), and whether the True Path must have been followed all the way from Room 1 to unlock the exit. And does the True/Exit Path work both ways?
Thanks for the feedback!
I can certainly take the opportunity in polish to make the 4 clues clearer (maybe breakout the explanation) and remove some vagueness about the winning condition that perhaps only becomes apparent to me when someone else points it out- e.g. yes following the path in any directions always connects you to the next room.
"What if Blue Prince was as scary as everyone initially thought it was?" This is a fun little horror side-quest/one-shot revolving around a clever central puzzle, though I worry my players might not be able to ever solve it. My only complaint is that the possible rewards are a little underwhelming - I'd appreciate mechanical benefits and/or sale prices for a few!
I very nearly made the puzzle *harder* after my play test group solved it and said it was too easy!
The second group did not though, they died in the darkness :)
I love the concept of players being trapped in a shifting maze of rooms. The mechanics of moving from room to room also seemed fairly streamlined once I got my head around it.
The visuals and vibe are perfect for a harrowing trek through a liminal space. The image of the shopkeeper on the cover alone drew me in just like the players would be drawn into the shop!
A point for additional polish, I think bolding the reference to Return to Start at the bottom of page 3 would help folks find it more easily.
I think this module is an excellent 1-2 shot to nestle into Prospero’s Dream!
Great polish note- noted. Thanks!