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A jam submission

Like Day and Night - Triptech³ Submission from Ominous AnomalyView project page

The usurper will steal the light and cast an eternal twilight
Submitted by Ominous Anomaly — 7 minutes before the deadline
Rated by 10 people so far

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Like Day and Night - Triptech³ Submission from Ominous Anomaly's itch.io page

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Comments

Submitted(+2)

I think this is popping off in a lot of respects!! Beautiful layout, really excellent use of color and art for locations. Logo treatment rocks as well! Only visual critique I have is that there's a decent amount of incredibly small text that I think would not come out readable in print. I like the dimensional flipping, the NPCs, and a lot of the encounters!

Overall, though, I gotta say there's a Lot going on and I found myself pretty thoroughly stumped on how to tie it all together. Individual elements had connections that I could map out and get a sense for, but they all intersect and overlap and time-travel and pulled me around in a lot of directions at once. Personally, I'm a big pick up and play pamphlet kind of guy so this is partially preference, but some more space for starting hooks, possible endings, and Warden guidance would make a huge difference for me.

Don't get it twisted though, huge respect for the layout and for taking such a bonkers swing. Time travelling dimension hopping star is crazy shit!

Developer(+1)

Cheers for the notes! In my playtesting that also came up - there's a whole ecosystem but what actually happens in it? I'm going to add a three-act structure of events to give it more momentum/direction. The rifts are also ended up needlessly complicated - the crew basically *have* to interact with them to progress the investigation, but if there's different types they don't know what's going to happen. My plan is to have one big nasty one on the nightside, and the rest be stabilize-able (maybe the magnetic disc...?).

Submitted (1 edit) (+1)

Hi there. As a person who also worked with day/night as a motif I was very excited about this module. And you really have some interesting ideas. I wish there was a category for originality, because the time loop and jumping between the Dayscape and the Nightscape is a neat mechanic. I was thinking about a similar mechanic for another idea I had, inspired by a game dev friend of mine's mobile game The Silent Age. You should check out that game, it's really nice. There are also, by now, quite a few time-loop games, so I would check out those for how they manage the inner workings of that.

Now regarding your module, I found it quite hard to wrap my head around it. Like take the introduction for example. It seems like it perhaps comes out of a discussion in discord about Regent is the Prince etc (correct me if I am wrong), but for someone who didn't follow that, it felt a bit technical and verbose. It at least could get to the meat of the module faster.

Then take the warden notes of "The dayscape is caught in a loop, the nightscape exists after the loop, as well as during the loop". This seems needlessly confusing. Is it after, or during, or maybe the nightscape just exists? I am not sure what is meant, so I cannot give a suggestion how to improve this.

Then there are a lot of descriptions of mechanics that don't feel like they integrate with mothership. Like in Rifts "there's a 30% chance of disappearing with a pop...". When and how? and shouldn't it just be a d100 roll?

Layout-wise I would also work with the usability of the map. It seems like flipping would be happening a bit during a play session. It would be nice if the areas that are the same would align when flipped so there is less cognition used on finding the corresponding area. 

Again, Theme, ideas and art are great. I would personally look at improving the writing, layout and utility of the module, and a bit of Mothership game design streamlining.