This was a big hit for me. This deserves to be in that prospero's dream box set that's coming up, it fits right into the setting. No notes, nailed it and gonna need to pick up some layout tips from you some time.
Play Adventure Module
Mothership: Neon Dream Girl's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #5 | 4.000 | 4.000 |
| THEME — How well is the jam theme used? | #6 | 3.850 | 3.850 |
| GAME DESIGN — How good is the game balance or concepts there in? | #6 | 3.850 | 3.850 |
| ART — How good is the art/graphic design? | #7 | 4.500 | 4.500 |
| Overall | #8 | 3.879 | 3.879 |
| FAVORABILITY — how much do you personally like the submission? | #12 | 3.500 | 3.500 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #12 | 3.700 | 3.700 |
| LAYOUT — How well does the module get across information? | #17 | 3.750 | 3.750 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
While I liked the layout in terms of art, the text felt quite packed for legibility.
Would have numbered the Surveillance Data sections with their own numeration, even if 4A / 6A, to help with readability as well.
The vengeful android chasing vengeance on her former self was quite a powerful idea! Having the players feel like they are chasing a murderer going on a rampage is quite nice and in vibe for the world of Mothership.
What a layout! That’s so appealing! Not sure how this neon effect would do once printed but it’s sick and super well executed. I also like the smart way to handle giving infos about hints and clues. It’s super effective and without adding much! The story is also pretty good and we don’t need much to start a game!
A bloody action romp through the Dream. The artistic presentation is top notch, with banging colours and a great retro neon vibe, as well as killer art.
The locations are good, but they feel a lot like a linear row of setpieces, without too much room for the players to find their own path to solving the mystery. Several events, e.g. Tessa Williams’ death are predetermined with no way for the PCs to interfere, making it feel a bit too railroady to my tastes.
The final confrontation is a very cool setpiece, but it could have used a diagram or map to explain the situation, and the fact that the players can side with either Singh or Yume makes it confusing who is located where, and who are the enemies.
There is a Hint/Clue/Warning labeling system, which works great in theory, but it feels a bit random what is assigned to which label, and some locations have more highlighted text than not, limiting its utility.
All in all, this is an impeccably stylish module for players who want to engage with a bloody story centering on sexual predation and revenge, told through a series of setpieces.
I'd gladly watch this sort of grindhouse android exploitation revenge movie, but I'm just not sure I know many players who'd enjoy trying to stop it or 'redeem' Yume! Protecting the people and company involved in this kind of sexual violence is a *tough* ask for players, even in a game as gnarly as Mothership, and I'm not quite sure how to have that safety conversation beforehand without giving away the entire premise.
This definitely needs a group comfortable with a lot of implied sexual violence, but I think the version I'm seeing here (I can't speak to the revision process. it sounds like you got some prior feedback?) is relatively tasteful about it all if they do end up taking Yume's side. The art and layout's gorgeous, too!


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