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A jam submission

Making It to the StarsView project page

A Mothership 1e HYPERFAST adventure pamphlet. (TripTech2)
Submitted by jobot0 — 3 days, 15 hours before the deadline

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Making It to the Stars's itch.io page

Results

CriteriaRankScore*Raw Score
ART — How good is the art/graphic design?#183.3683.368
LAYOUT — How well does the module get across information?#203.5793.579
THEME — How well is the jam theme used?#212.6842.684
Overall#262.9402.940
FAVORABILITY — how much do you personally like the submission?#272.7372.737
GAME DESIGN — How good is the game balance or concepts there in?#282.9472.947
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#292.7372.737
WRITING — How does this read? does it emanate with horror, humor, drama...?#302.5262.526

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

(+) A fun setting that has an appropriate scene opener before things delve into chaos

(+) Clever ticking time mechanic to ensure the games run fast and get to the action faster

(+) Diverse amount of outcomes that can shape to a unique game

Submitted

A gorgeous little module about a party gone wrong, with additional “hyperfast” rules to speed up progression.

I really like the setup of a conman selling a machine to kill and “clone” the victim, but I think the execution becomes a bit messy, spending a lot of space on presenting different ways to run the party, rather than focusing on one, and fleshing it out with useful information. The module could also have used some editing for language, as several passages seem unclear to me. Some instructions also go against standard Mothership convention, e.g. “Everyone rolls a Sanity save. The lowest one automatically rolls a PANIC CHECK”, as usually rolling low is good.

All in all, I think this could form the skeleton of a fun module, but could use a little tightening up to really shine.

HostSubmitted

A very fun module! I think you use random encounters to good effect here, and I think that the Hyperspeed gameplay is an interesting idea! (i’ll have to see it in play to know my thoughts on it, but it seems positive!)

A small “me” thing is i’d love to see the map redone in a bit more of a “Sci-Fi” style… i don’t know why we can’t have sensible room shapes in sci-fi but we just can’t, okay!? haha jokes aside just a bit of sci-fi texture on the module could help to set the mood.

There were a few typos, the one that comes to mind was on the phone calendar you have Tuesday twice (Tuesday and Thursday are both listed as TUE). I think there needs to be a little bit of polishing, but overall I think you have a smart module on your hands!

Submitted(+1)

I think the Hyperfast system is ingenious! Also, I hadn’t previously considered mashing Clue and Mothership together, and now my mind is blown. I do think this module could use another editing pass, and I unfortunately couldn’t read the random table footnote on the second page very well because of the font treatment. Overall, though, this is super cool!

Submitted(+1)

I really like the hyperfast idea. I was toying with some variations on it where players are not told the rules just that they take stress at first every 10 actions, then every 5, etc. It might be getting to convoluted to keep it fluid at that point.

Submitted(+2)

The design to this is slick! I do really like the premise of Hyperfast but I think it'd take a play of it for me to grok it.

I wish there were some NPC names but I suppose any name generator would do the trick.

Also I noticed there's a point where you say "everyone rolls a body save. Lowest one automatically rolls a Panic Check" do you mean highest here? Mosh being a roll under system.

Also I LOVE the tables you've included at the bottom of the pages. They're packed full of great gameable material.

Submitted(+1)

First time hearing about HYPERFAST. I'm intrigued and would love to try it out!

The design and layout are beautiful and functional. The module setup and writing are very flavorful and over the top in a good way. 

Sidenote: I feel the action economy and the failing states make the game more about getting in and out of a crazy situation, so not sure if more "level design" would add to the experience or not. Prep/running the game advice could be useful!

Submitted(+1)

This is the module most vividly set on The Dream of the ones I have read so far. I am not sure I get all the rules, do all players together have 20 actions total? That is challenging. I guess it is like a tournament adventure? I have no idea how this would play. I would think about more solid clues before I'd run it. And I would set up 20 tokens or dice to dramaticise the countdown. With just 20 skill checks, I may set a starting Stress of 5-8. I am intrigued!

Developer(+1)

Yes tokens are a great idea! Actually thanks I would probably create ones dedicated to the HYPERFAST sub-system!

So they have 20 actions total per PC (which is really less). The system is made to be playable in a 1h30-2h max session. The idea of a counter is also to be customized by the Warden to have a slower game or something crazy with like only 10 moves (“BOOST MODE ACTIVATED”).

Would you be interested to have a blog post about the HYPERFAST system?

Submitted

Yes, DM me on Discord. This looks great for convention games.

Submitted(+1)

I love the layout! I think I would be too cowardly to use the HYPERFAST rules properly but they're cool. Also I almost ran  Rough Day at The Organ Factory recently, I'm going to do it someday!

Developer(+1)

Thanks! Don’t hesitate to adjust the number of moves to slow the pace a bit :)

RDatOF is definitely the one starting from nothing apart from “I want Die Hard and I want Krang to have baby in Mothership, what’s next?”. Please drop a comment if you run it at some point!

Submitted(+1)

alrighty judging time !

  • i like a lot the use of the HYPERFAST  system, keeps things moving and the size of the penthouse feels also perfect for the amount of moves the players can do (altho testing it in a actual play would be nice to see)
  • i think giving all of them a sanity save after a fear safe might be a bit overkill, i get that it is disturbing to see a clone while hearing the real one dying but maybe leave a bit of space between the two, especially since it seem that all the players need to do the roll  not just one. and same for the other where you ask a save and a panic check. might be better to only use a save as i feel the clones do a lot of damage already and the general frenzy of the situation makes it already incredibly hard for the players.
  • great rolling tables i like how you used the bottom of the page for this its really clever and i like the small talk subjects they fit very well into APoF.
Developer(+1)

Thanks for the feedback!

  • About the actual play part for the HYPERFAST sub-system it’s something I’m planning to do at some point :).

  • About the rolls I tend to be “generous” but you’re right adjusting the economy might be better. The ones for the Fail States are more a gimmick for the HYPERFAST system so I would limit the one before reaching these states even if those rolls are (obviously) happening at the worst time (after the whole game etc).