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Pretty solid effort. I like mines as a setting for this kind of thing. Maybe would have liked more to do in the mine itself instead of just a single location and encounter, but the Warden could always flesh that out a bit.

I'm not crazy about the art or that style of just running a photo through some filters in general, but I'm also not sure a trifold needs a ton of illustration, unless the art is so good that it's the selling point. I'd suggest reducing the size and/or number of pictures to make more room for game content. Biggest layout issue is text crowding the edges of its enclosing box, particularly on the cover. Need some internal margins there.

I like the idea of putting the location descriptions in boxes and connecting them with lines so that the descriptions ARE the map. However, that efficiency is maybe undermined (no pun intended) by repeating the map on the back panel. I'd rather have seen some advice on wrapping up/possible outcomes there. Also, the key to the hazard symbols should be on the same page that they're used, IMO.

On the subject of outcomes, is the Shackleford intended to be the only way off the planet? A "wrapping things up" panel could make that clear or provide clarity on what would be required to make the mine "functional" enough to let the players leave on their own ship. Or maybe We knows another way, and there's a "friendly" ending possible, at the cost of making an enemy of the company?

Not sure about the decision to redact information from the NPC descriptions. I guess the idea is that the Warden can make something up but it impedes the pick-up-and-play usability.

Despite some rough edges, though, I really like this and would consider running it, either with an updated post-jam version or some additions/adjustments of my own.

The thinking behind the redactions and map on the back was to provide a kind of hand-out for the players. The redactions are just duplicate information that’s already in the spread about the NPCs and was being redacted for stylistic / secretive reasons.

I didn’t provide wrapping things up solutions because I wanted to leave it open ended for the warden. This comes from my personal play style where I don’t like having expectations and prefer to have solutions develop during play. I can understand how that doesn’t align with the way everyone runs their games.

As for some of the layout choices, I was designing this with the physical artifact heavily in mind and how I would be interacting with it during play. The inside page (Monster stats & Workplace hazards) made sense to me since viewing that information was a quick glance by flipping the right fold inward.

As for the art itself, as a person who isn’t an artist, this is the way I’m able to express myself artistically. It’s heavily inspired by zines which make heavy use of xerography and is something I am able to do given my limited skillset.

Wait, the back of the pamphlet is meant to be a handout for the players? That makes sense with the minimap and the redactions, but the back panel NPCs box also spills all the beans about We.

I like the idea of a back panel that's meant to be photocopied and used as a handout, but even with the redactions it seems like there are way too many spoilers here to be used that way.