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A jam submission

ChrysopoeiaView project page

Is it worth your weight in gold?
Submitted by AncyraCorp — 6 hours, 5 minutes before the deadline
Rated by 16 people so far

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Chrysopoeia's itch.io page

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Comments

Submitted

Solid and clear, brings a unique concept to the table and illustrates it well. Fun dungeon crawl with good mechanics, gives players options in each area.

Bright highlighted text clashes and could just be gold or black without losing too much readability I think. Transparent text boxes are a little disorientating.

Alchemy is a sweet take on the theme and is woven through the adventure well. This is a great drag and drop adventure, I am a fan!

Submitted

Yes. I fuck with this hard. I love everything about this except I think it's missing a couple of NPCs with conflicting personalities and goals. Personally, I'll drop in a researcher and an (immune) android that are motivated to do something with and/or about this particular pathogen when I run it. Excellent work.

Submitted

Solid on the whole, could do with a bit more of hook and motivation, perhaps an NPC or two to interact with, but easy enough for the Warden to work with. How does the infection affect less biological androids?

Submitted(+1)

Art: Probably the weak point. I think the geometric abstraction works pretty well, but the overall impression across two sides of the page is kind of homogenous. At the opposite extreme, the accent colors are very loud and kind of haphazardly chosen. 

Writing: Clear and efficient but maybe not particularly evocative. It does what it needs to do but doesn't really set any particular mood or dangle many ideas that tempt the Warden to take the ball and run with it.

Game Design: A solidly structured adventure that will play out in two clear phases thanks to the gimmick that turning the power back on will also wake the monsters. Possible worry: if players in vac-suits come in through the break room, they will end up evacuating all the air from the station, at which point there's nothing to heat and thus no finale.

Theme: Gold! I enjoyed googling all the thematic names to understand your references.

Layout: Structurally very sound. The map is a little confusing in that some of the non-room entries have letter codes that aren't actually shown anywhere on the map. I do like the comet path being indicated.

Utility: Seems like it would be straightforward to run.

Favorability: While "station where everyone is dead/turned into monsters" is kind of overdone in Mothership, the alchemy/Midas theme is original. However, my favorite detail in the entire thing is the suggestion that someone might use contagious golden rats as grenades. That alone will make it memorable for me.

Submitted (1 edit)

I agree with these comments. 

I think where it can be gamed mechanically is to never turn on the power. If the hallway has been shorn off, float over to 7 and cut the terminal out to bring back to a ship to be powered up. Players could circumnavigate your narrative conflict and collect the bounty, and they would be none the wiser that they could have had rat grenades (this was a fun touch).

I struggled with the labeling of a couple locations: general wing features had a (0A) label, exterior (0B), station airlock (AS), and lab airlock (AL). These are a bit confusing, but also don’t really seem that necessary since they aren’t referenced on the map. Could maybe just leave those off altogether. 

Submitted (2 edits)

Agreed, I also thought about the possibility of just removing the computers vs. turning them on. However, that's a little more easily shot down by the Warden... if they're terminals, they might not actually contain the data at all. If the players don't know where the hard storage is, or if it's decentralized throughout the ship's networks, that plan doesn't work.

Edit: In fact, if my players wanted to do that, I'd let them go crawling through electrical conduits to try to find the central data storage but make that where ALL the rats live.