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Lantern: A Mothership Morsel's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| ART — How good is the art/graphic design? | #2 | 4.636 | 4.636 |
| FAVORABILITY — how much do you personally like the submission? | #2 | 4.000 | 4.000 |
| Overall | #3 | 3.981 | 3.981 |
| LAYOUT — How well does the module get across information? | #4 | 4.045 | 4.045 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #5 | 4.000 | 4.000 |
| GAME DESIGN — How good is the game balance or concepts there in? | #5 | 3.818 | 3.818 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #8 | 3.909 | 3.909 |
| THEME — How well is the jam theme used? | #25 | 3.455 | 3.455 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great art! I was unclear if the interior spread was a map or not. Some spelling mistakes, including a character name in the "Escape" section on panel 6. The pops of color are a nice touch, and the layout as it is is very printer friendly. Nice!
Top contender in the art department. Writing is very evocative. The only concern I have is regarding game play. It is difficult to predict if the game play loop will be engaging or not without testing it. I have absolutely no objections to endangering/destroying the players ship.
love it, art is great, vibes and writing are very nice indeed! probably some game balance issues and a touch of utility issues with how to make it really sing but certainly fixing those things would be rather small for the warden and quite worth the payoff!
another hit KingGeekus and Co.! keep up the great work
(Quick notes for post jam version: one of your map locations is miss labeled as you have two location 4’s, also in the random table on entry 7 you have a random 7 that made it into the text box which i’m sure was just a goof copying notes over to the documetn)
I think this was my favorite submission. The cover is great, the concept is great, I love the weirdness. Great job!
Phenomenal. This is peak Mothership. Admittedly, I can see some players getting annoyed at the prospect of losing their ship, and the random encounter rolling is a bit aggressive at every 10 minutes (takes my group like half an hour just to figure out if they want to open an unlocked door) but that's relatively minor critique.
It'll take a bit of work to get this ready to play, but I will definitely run this.
Awesome cover with great colors and Kyle Ferrin’s top-notch portraits augment the NPC descriptions well.
Feels like this adventure has an identity crisis; it is presented as a deep space survival adventure, but plays like untangling a social knot. Choosing which one it is and going fully in that direction feels necessary to make this module work.
There are cool ideas in here and the good visuals.
Looks amazing, great writing, gonzo premise. I appreciate that the lethality is such that this has got to be a one shot because no way my table is surviving a second session. Only real note is that I think it would be helpful to have a bit more explanation for Hatch up front; it wasn't really clear to me what to do with him until I read the spread as it seems like he is meant to die immediately.
(errors: Vievienne's horrified = Vivienne's horrified)
Art: Great front panel and character art. Interior is perhaps disappointing in comparison, but functional.
Writing: Solidly thematic. Maybe just a little haphazard in how key details are sprinkled throughout. Everything seems addressed to the players, but it's the Warden who'll be reading the pamphlet.
Game Design: Love the nonlinearity of the plot and the ability to solve the problem multiple ways. I suspect that no two playthroughs are going to go exactly the same, which is what you want.
Theme: It's very Mothership and has a strong theme... I'm not sure that theme specifically comes across as "Ancient Mythology" to me, aside from mentioning that the players have "heard stories" about the monster.
Layout: I think the way the interior spread combines narrative timeline with spatial map is efficient. There are some minor alignment issues, especially in the encounter table where the items are inconsistently top-, middle-, or bottom-aligned in their boxes.
Utility: I felt a little confused and overwhelmed reading through this, although I think all the necessary information is in there somewhere. It might go a long way to summarize the NPCs in the Warden Notes. E.g. "Inside, players will encounter three surviving members of the Threshold's crew: Vivienne, who remains in stasis; Pell, who has gone mad; and Emil, who has become one with the beast."
Favorability: I could see myself running this as a one-shot.
Love the premise of a living ship that cannibalises other ships, the very idea has vast potential. Strong visual identity with the cover art also!