Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Carving YmirView project page

Adventure Module for A Sci-fi Horror RPG
Submitted by WatcherDM, AustinHolm, WacoMatrixo — 9 hours, 6 minutes before the deadline
Rated by 10 people so far

Play game

Carving Ymir's itch.io page

Rate this game

In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I mean, this is a professional work, by three of the biggest names in the Mothership/TTRPG scene. I wouldn’t be surprised if this one won. It’s unsurprisingly excellent. No notes. 

Submitted(+1)

ART — What little discrete art there is, is very evocative of the source myth, compliments the color palette, and of course sets up the big ol' drillship before you're even likely to have read it is so. Very effective! In terms of graphic design everything continues to be pretty consistent if a little predictable given how many entries are on top of one another. Not necessarily an issue. 

WRITING — With a decently high wordcount things kind of need to be all killer no filler, and this strikes a pretty great balance between evocative word choices and simple explanations so that - as is inevitable - the Warden can fill in any blanks that exist from shorter descriptions.

GAME DESIGN — My big winner to call out here is the pretty extensive use of the skill system and cutouts to reward checks for lots of them!

THEME — As with all other entries I try to decide on what level "Ancient Myth" inspired the module and then to grade it on its own terms. I fully believe this reads as mythical whether you somehow don't happen to recognize the norse connection or not and is only better the more little bits and pieces that you do know. 

LAYOUT — My single nitpick is that while always at the top of the dark blue day sections, NIGHT itself always feels like another bullet item rather than the beginning of a new entry. I might consider underlining, bracketing, icons or something to draw Day and Night as entries slightly further out of the layout and to the eye of the reader.

UTILITY — Probably one that wouldn't or couldn't be effectively run if for some reason a Warden ran it without ever having read it previously. Still, a lot is packed in here and a pretty cohesive story given the day structure. 

FAVORABILITY — The theme of the module is awesome, the overarching use of the jam theme is too, and as a really busy person the appeal of a module that has done most of the storytelling thinking for me already is hugely valuable. 

Submitted(+2)

I really can’t stress enough how well written this is.

NOTHING feels like a footnote, or an addendum. Prose flows into warden info, flows into player info, into mechanics, all without interrupting the pacing or delivery of information or plot.