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The Clean Room's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| FAVORABILITY — how much do you personally like the submission? | #10 | 3.550 | 3.550 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #10 | 3.750 | 3.750 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #13 | 3.700 | 3.700 |
| ART — How good is the art/graphic design? | #15 | 3.750 | 3.750 |
| Overall | #15 | 3.571 | 3.571 |
| GAME DESIGN — How good is the game balance or concepts there in? | #16 | 3.500 | 3.500 |
| LAYOUT — How well does the module get across information? | #17 | 3.750 | 3.750 |
| THEME — How well is the jam theme used? | #19 | 3.000 | 3.000 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
(+) Very cool time mechanic that incorporates horror through stillness
(+) Very unique antagonist that invokes a celestial horror
(+) Novel effects of harm imposed onto the victims of the experiment that has taken place
A “dungeon”-style module about rescuing a group of scientists stuck in time stasis and deal with an interdimensional threat. The setup is good, with excellent threats and antagonists, and presented extremely well with great art and layout, but I have a few lingering questions after reading:
The people in stasis are noted to communicate telepathically, but it is unclear if this is a new power granted to them by the stasis-generating machine, or if it requires the PCs to have telepathic powers to read their minds.
The entire facility has people trapped in stasis, but from the module text, it looks like the PCs are only in danger of becoming trapped once they reach deeper into the facility. I’m not sure what the reason for this discrepancy is - furthermore, the module provides no options for resisting the effect, making success entirely dependent on being lucky on a succession of random rolls (or accomplishing the task very fast).
Pretty cool module!
I wish that there was a table to roll on for time distortion effects. I think there's a lot of potential there! The Felon is a cool concept, but I wish there was some more depth in regards to how possession works. Additionally, the map states that a vent connects Rooms 5 and 2, but there's also a connection. I'm unsure if there's a Hallway AND a vent, or if it's just the vent that connects them?
Either way, the art and layout are great! And I think this works as a "pick up and play" or as a "tear it apart for ideas" module. Good work!
This is a very nice trap. Reminds me of a night at the opera, but I shouldn't discuss it. The villain has a lot of potential. And there will be one PC, who betrayed their crew only to get betrayed in turn, stuck with a murder charge, and forgotten - now back to settle the score with a demon!
Love your art and this kind of reminds me of the movie Primer despite being a fairly different form of time travel. The map is great too!
Very clear and accessible adventure. Main enemy is interesting and I could see it making a comeback down the line should any unsuspecting crew survive this encounter.
Loved the art style, good straightforward adventure.
This submission is just great all around. The 80s-style art is great. The layout is wonderfully clear. The plotline is fun and different. The only point that I think needs a little more work is the motivation for the Felon - why did it commit mass murder previously, why does it want to kill Borst, and why would it want to escape the station rather than stay and feed on the millions of the Dreams' inhabitants? I'm already thinking of how I could run this with a group!