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There are some really cool concepts here, i really like the double mechanic moving the story along and keeping things from the chance of too many repeats.
I do agree with others that the visuals, while not bad are lacking and adding some visual identity could also help with some layout and clarity.
Also i don’t know what size font you used in the box with the crews and their quotes but my old man eyes rebelled haha. I’d seriously consider finding ways to cut that down so it can match the other body texts (which is also small but readable)
all in all a very solid entry!
You really nailed the theme! Also, I like the monofiber as a macguffin, very nice.
Feedback: I think a dash of colour might help punch this up a bit. Also, because you don't get the monofiber until the fourth story encounter, some of the locations (like 42, 52) might not make sense if you hit them too early. Maybe a depth-crawl structure could help you add more pacing? Something to consider, if you want to revisit this.
The vibe of the Labyrinth is competent but connection to theme is more or less in the nouns involved otherwise, the Argos in particular.
The Warden's notes explain entering a "new location" but because they are randomly generated this is somewhat vague in terms of use. The nature of the module means a map would be difficult or impossible but this is solidly theater of the mind in any case.
With 20 entries on the locations list the slightly nonstandard 12 - 54 list could probably be made into d10's/d20 although I acknowledge I don't know how that would affect probability or if the position of any entry is weighted and MoSH likes to leave the latter for panic checks. This is appropriately the real core of the design as it will produce all of the variation in the experience while the story beats are doled out regularly.
I have concerns that as written this would be excessively punitive on players. The complications table is rolled for every single location visited and all complications are stress generators (albeit with saves), which might compound with combat encounters which are essentially inevitable. In practice a Warden can adjust to suit of course.
Would be nice to see some more visual identity.
While I do feel the visual treatment could be punched up in a number of ways, I think this is a very well-designed depth-crawl-type adventure with some excellent encounters and pacing! The "duplicates/doubles are a story event" is super slick, NPCs have a nice variety of motives, and the hooks+endings work well for me. Solid stuff overall!