Skip to main content

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

IralosView project page

A myth told in watering holes across the BAR-IS-B26 System.
Submitted by Lone Archivist — 8 hours, 34 minutes before the deadline
Rated by 16 people so far

Play game

Iralos'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

I adore the two page read aloud section. 

Submitted

This looks really good; clean layout and relatively straightforward. I appreciate how much effort you spent exploring the theme. I think as a reader, it's helpful to introduce the myth before the actual stat blocks, as it can be hard to hold everything in mind without a broader context. I think you also might want to indicate on the trifold that this is more of a bestiary than an adventure or quest. All in all it's great, really interesting idea, really evocative descriptions and execution and lore, could definitely see myself slotting this into a bigger quest as a cool fight payoff!

Submitted

Art: There's not much art per se, but the use of color is easy on the eyes. This is a better approach than trying to do too much.

Writing: Given that this pamphlet is really all about the writing, it probably could have been edited more carefully, and I think even within the "Old West" vibes you're going for, there could have been more thought to developing the Old Man Johnson character beyond just an off-the-shelf "prospector with a ghost story" archetype. 

Some errors in the text: "Barrow's binary star partialy eclipse" ; "Wearing and whatever the victim had with them in life" ; "tearing hear apart" ; "his wrinkeld, grisled face" 

Game Design: I think it's good for the jam's theme to focus on the myth, and I like that you decided to just focus on your monster rather than forcing a scenario around it if you weren't feeling inspired to make one. That said, the ghost story is a lot of text to just make players sit through while the Warden reads aloud. I have tried to run games with bits of exposition like this and I find the players start to get bored if it's more than a couple of paragraphs. They want the game to be interactive.

Theme: You made an in-Universe Mothership myth and also used the jam setting in a way that's essential to the myth. Good job. 

Utility: I think you could have pared down the Old Man Johnson narrative and used the space to flesh out the monster's mechanics better. If the pamphlet is just going to be a monster that can be used in other adventures,  it deserves more than one little stat block for each of its forms. Also, is "Where the myth derives its name from" a placeholder that you forgot to fill in later? The only mention of the name in the story is "Welp, that was the Iralos Myth."

Favorability: Conceptually, I think you did something cool with the binary star. However, if I was going to be buying a pamphlet that's selling me a monster, and is forgoing both art and detailed game mechanics in favor of a lot of exposition, that exposition had better be extremely compelling and at a professional level of polish. I think Johnson's story is something most Wardens could just ad-lib.

Submitted

  • Awesome title font and colour scheme, but could really have benefited from some art.
  • The layout is clean and clear but uninteresting. Though I don't think that orange is the one described in the story!
  • I like the oral history part of the module, but it feels more like ghost story than ancient myth.
  • The setup lacks a lure for the crew: if they hear the story, there's no reason for them to check it out; if they just end up on the moon, they won't hear the story?
  • The idea for the monsters is really fun! But they need support from the rest of the module.
  • The 'compoundness' of the creature could use some strengthening, as could the link to the name Iralos.
  • Why do the spooky ghosts materialize pulse rifles and vaccsuits?
  • They seem easily defeated. There's a monster here, but no interesting encounter. There should be some warden advice about when/how do drop them into a situation.
  • I don't think most of the text in "The Iralos Myth" is necessary, just the parts with the little disc icon.

With a little fleshing out, this could be a fun module!

(errors: guant = gaunt, "move an ambulate = move and ambulate", "Chromatic: Succeptible" = "Chromatic: Susceptible")

Submitted

Coming from the perspective of an illustrator: The use of the chosen colours is very effective; it adds to the strength, readability, and overall design and format of the piece. I particularly like the fact that the title is rotated 90 degrees clockwise and formatted against the layout and dimensions of the trifold panels, which helps it stand out. The font is an incredibly strong and vivid choice for the MOSH expanded community and publishings.

My only criticism is that, for a cover with such a strong overall appearance, I had hoped to see more individual pieces of artwork carried throughout the deeper design. As for the logo in the top-left corner of the cover, it feels somewhat out of place and disrupts the presentation of the title text. Had I seen the cover sooner, I would have suggested making the logo blue and fitting it within the letter “I” at the top so it would stand out against the white lettering, rather than placing it inside a separate box of its own. Alternatively, the logo could have been positioned solely within the orange band at the bottom of the exterior page.

Submitted

Well rounded and balanced, as I have come to expect from LA's work. Super direct pick-up-and-play value.