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A jam submission

AMBROSIAView project page

Prospecting for something more...
Submitted by reallymiish — 2 days, 3 hours before the deadline
Rated by 14 people so far

Play Physical Game

AMBROSIA's itch.io page

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Comments

Submitted (1 edit)

Hey, you used Morrow, my pitched planet! How fun.

I really like the topographical background, but I clashes too much with the text, even with the translucent boxes. maybe it should be mostly black like the first panel? Or the boxes can have a higher opacity? The items being silhouettes against the background also makes them hard to see, but a white stroke/line around the items would fix that. 

The second panel mentions "remains beneath the ground" but I don't know what remains that's referring to. Is the special mineral compound the remains? (I realized later it's the giant mommy.)

You define Silphium in the section What Is Sylphium, but didn't use the term before that. Maybe the timeline should mention the offspring, previous inhabitants becoming nymphs and introduce the term silphium

When you mention the moTERM.GEO before defining it, that could be briefly confusing. You could just add (see below) after that line. 

Using the cord as the path on the map is genius.

I find the map a little confusing. It says the temple is in a gorge, but it looks like it's right next to Old Town. Oh, nevermind. I now see that the two gray triangles are mountains and the actual temple is between them. I would still say that's a little confusing though. It also says the temple was "built into" the skull. Are the mountains horns of a skull? They seem to be disconnected from the skull I see outlined on the map. 

Really good layout, design, and concepts here. Locations, like the womb, are well done and have evocative writing. The adventure seems like it'd be a lot of fun. 

Submitted

I dislike the premise, but objectively this is very good.

Submitted

The writing does a good job of describing each of the locations on the map, and there are some pretty strong images to be found in the adventure, my favorite being the giant skull! I appreciate that atmosphere and tension are built entirely through the environment at first, rather than introducing combat or enemies too early. My main issue though is that the adventure feels too linear, and it may make players feel like their choices are unimportant if the only real choice to progress most of the time is to just move further forward.

Submitted

My one big comment would be that although there's branches and a variety of things to do within each location, the overall linear map structure can make it less interesting when players ask "So where do we go next"? At that point the choice becomes "Do we turn back now?" - that's some interesting design space to explore.