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A jam submission

DOWN BADView project page

The only way out is up. Trifold for Mothership RPG
Submitted by CIKRO — 4 days, 7 hours before the deadline
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Results

CriteriaRankScore*Raw Score
Theme - How well does it match the Jam's Theme?#14.4714.471
Favorability - how much do you personally like the submission?#34.0594.059
Overall#83.8533.853
Polish - How is the overall look/vibes/writing & design?#173.7063.706
Usability - How "pick up & play" is this for a Warden?#243.1763.176

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • I am a new warden, so my feedback is based on what I had questions about after reading, and what made me feel excited about the module/like I could run it. ? I would have liked a bit more guidance on what would satisfy the corp so they let people leave Sumu-7a. If it's simply the knowledge that the rock is growing back and has encased the lower levels, I'm not immediately sure why players wouldn't leave after finding that out during an Hour 2 or 3 on the lowest open floor, avoiding all other Mounting Panic situations as long as they can get to a staircase/elevator to get out of the floor where things are closing up. ? What skill check is used for the stairs, and what happens if players fail the check? Are there several sets of stairs on each level? + I love the concept of a huge mine turned city/trillionaire playground being swallowed up by the earth. (And starting as a shore leave.) Awesome. Also very in line with the theme. + I especially liked the sections Mounting Panic, In The Crush, and Helping Hands.

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Comments

Submitted(+1)

This is one scenario that begs for more flavour and more detail. 

Down Bad has a fantastic premise and is a well organized scenario. The central conflict is well outlined, the timeline is dramatic, the external locations are well characterized. There just isn't enough of it. The NPC section, though useful, is compressed and disconnected from the rest of the action. How do those NPCs fit the different levels of the setting, specifically? The Sumu-7A Layout locations could use more texture. Maybe a small bullet list of unique things to find there or another sentence would bring them more in line with the Off-Site Locations in terms of usability. 

Overall, I really like the pamphlet and look forward to running it. I agree with a couple of the other reviewers that it is begging for adaptation into a larger zine format.

Developer

Thanks so much for your feedback here! Agreed that there just isn't quite enough of some of the parts here - tried to fit a little too much into two sides of a paper, I fear. 

This is very useful and actionable stuff, thanks! Please do let me know how it goes if ya run it!! 

Submitted(+1)

Liked this a lot! It’s really well outlined and makes me want to explore. I would say it might rely a lot on improvisation - part of the fun would be moving between and within the levels but I’m not sure how well I’d handle that as a GM without more space to think / to structure the activity. Perhaps mini-quests on different levels would help?

Also, the levels are repeated - once for outline, once for the reaction - perhaps this could be combined? And the key personnel is really useful but really tiny! And I wasn’t sure why the Deep Deep Down was spared the crushing / healing process. That’s quite mysterious and could be developed a bit more - is it safe for now, or for ever, or is something weirder happening?

Anyway on the whole I think this is great. Maybe a bit of development of the information design would improve it a bit, but the set-up and the writing is really evocative - I think you could probably make this a 12-page zine tbh!

Developer

Hiya, thanks so much for the in depth feedback! The original draft actually had those tables combined, but it felt too confusing... That said I bet with some massaging it could have worked and saved me some space. 

Definitely intend to expand in the levels and include more stuff to do them in some kinda future release! (12 page zine sounds about right haha) 

I prob didn't make it clear enough - but the deep deep down was actually consumed weeks before the founders' level - it was just covered up as they assumed it was a cave-in or something, and elevators weren't built there yet so nothing "broke" upside. All the cutting ended up mostly erasing that though. Ironic, ha. 

Thanks again for your notes! Will def be useful in the next version of this! 

HostSubmitted(+1)

Loved it, would write up a critique but essentially everything I would say has been said (and quite well i might add) by other reviewers. Really hope you take the time to do a post Jam version of this, it is great as is but with a little push it will be something truly excellent! Also I agree with one of the commenters below (can’t remember who) that this could easily be a prelude to a larger zine module or perhaps expanded itself into a Zine. I’d love to see some small reasons/hooks to come and “get to know” Sumu-7a so I could pepper it into a campaign a few times, make the PCs want to come back or be invested in some way (maybe they spent some money on a “get rich quick” diamond mine asset or something) and then run the ecological disaster scenario you have here…

anyway I’m rambling and I’ve got many more entries to rate, but I had to say your submission was great! easily amongst my favorites of the Jam!

Developer(+1)

Thank you so much for your kind words! You and the others are really selling me on this whole "expanding the setting" thing. I definitely left a lot on the cutting room floor (some of which I have mentioned in previous replies) that I think would make for for some fun twists, and I'd love to expand on those NPC hooks similar to what they did with APOF (while continuing to focus on the "regular people" to differentiate it from APOF). When I run it, it will probably be immediately after a particularly gnarly 3PP module (VR Dead), so I think my "hook" is going to be the medical centre focusing on treating the specific trauma experienced by the crew on that mission. Assuming we even survive it. :)

Submitted(+2)

Love it. One of maybe three so far I'd have a hard time picking between if we had to decide on our favorite.

The graphic design is very good. Maybe I don't super-duper love the colour scheme and maybe the NPC table is taking things a bit far in terms of tiny font size, but whatever. Minor nitpicks. It's clean, it's functional, the ordering of information makes sense, I had no trouble following the story and knowing where to refer back to when checking things. 

Likewise, the writing is clear and to the point, and lets the material shine on its own terms without pretense. Just the way this news editor likes things.

Not even a criticism, more an observation: this kinda falls somewhere in between a setting and module. I like that you gave the Warden freedom to decide what the setup is, while also making suggestions. The only downside to that is that there isn't a built-in reason for the players to stay long on the lower levels and risk getting swallowed up. Obviously at the tail end of things you get caught between a literal rock and a hard (radiation) place, but in the middle stages there might be a slow period unless the Warden comes up with a reason to get the players to go back down for something.

For that reason, if I run this, I'll probably do at least two scenarios in the same setting and let the players get used to SUMU-7A in its normal state before it starts trying to swallow them whole. That way I can let the plot naturally give them a reason to stay near the bottom as long as they can, or try to go back to rescue someone, or whatever.

Developer

WOW, thank you so much for the kind words! Given the quality of work I've seen on display during this jam, I would have been satisfied to even have been told this is good enough to be IN the jam, haha :)

If you do run this please do let me know how it goes! As far as motivations for players to stay are concerned, I completely agree -- there were some late-ish cuts that might have given motivation (initially I had the planet attempting to communicate, initially through some kind of Contact-esque prime number communication, and through Braille after swallowing the library) but the space limitations made me streamline that out (not to mention I couldn't get past ripping off a Jodie Foster movie from 1997, haha). Only little vestigial parts remain, like the library itself, and the sophontologist NPC. 

I think when I run it, I'm going to do something similar and make it a 2+ session game with some shore leave/downtime scenes to explore and establish the space, and depending on how the players survive the scenario, a post-"filled" scenario where they have to survive at Hydro or Dig B. 

Thanks again for your thoughtful comments, I'm (very) slowly working my way thru the submissions and hope to get to yours soon!

Submitted(+2)

There are a few in this jam (including my own, although I don't think I'll go this route) that I think could be used as a free download to tease a larger zine-type module. This is maybe the best example of that because of the way it sits somewhere in between being just a setting and being a scenario. People could read the pamphlet and then decide whether they want to just build their own scenario around the cataclysm you've laid out for them, or buy the full thing where you've got say a three-Scenario arc of which the cataclysm is just the final one.

Jam Judge(+1)

I'm down bad for this one (had to I am so sorry)! God, this is a really sick premise. Putting the rich folks on the “lowest” level because its away from the radiation is really novel and gives a great ironic twist. I buy the vibe of desperation, panic, and horror pervading the whole thing!

The module explains itself as you go, making the eventual running really easy! I like the inclusion of some off-site locations for exploration/wrap-up, and “In the Crush” is excellent for making a fail-state interesting and horrifying. Losing is winning in Mothership after all!

While some elements feel prohibitively small (helping hands table) to be effectively useable, this is some great commitment to "under the surface" while working as both a unique shore leave destination and a super engaging "natural disaster" one-shot!

Developer

Thanks for the comments here! I'm glad you like it so much! definitely feeling you on the NPC table, it drew the short straw when we ended up having to shuffle some things around, and in retrospect it's far too important to be a footnote :) very happy to hear it sounds easy to run, that was one of my big concerns!

Submitted(+1)

A well-done hub world with an escalating timer to turn their shelter into a tomb.

+ Excellent escalation and level destruction timeline, making it clear how the world evolves

+ Great list of NPCs to discover and help in exchange for valuable resources and assets for the escalating disaster. 

+ A simple yet easy to understand planet properties to dictate the law of the land

If you're looking for feedback, let me know and I can expand further.

Developer

thanks so much for the comments! happy to receive any further feedback you might have! :)

Submitted(+1)

Certainly. The module is overall really well fleshed out; I can see it being paired well with Pound of Flesh's colony generation tables. So, I have no main points of feedback. A couple minor points though:

  • The Truth section seems to overlap with the cover page a lot. I can see it being trimmed down to just cover the crushing rocks and free up same space. 
  • Using that space, I'd like to see more stat blocks to implement, perhaps a separate stat block for crowds, heavy enforcement, etc
  • Some the Helping Hand NPCs seem to offer really power rewards for very little. I feel they could be expanded slightly to make the quests more challenging to complete, letting the Crush have a chance to catch up to the players
  • Minor note, but lots of your white text is hard to read against the bright blue backdrops. I'd darken the backdrop for better readability

Overall, this module has very little issues can serve as a strong foundation to build on with other modules.

Developer

Hiya, thanks for the in-depth feedback! 

reading it back cold now, I definitely see what you're saying about the cover/truth overlap. they were written pretty far apart from one another in production, and considering how space is at a premium, I could've helped myself with an edit there! Stat blocks could have been good use, I also would have loved to get into those NPCs a little more with the extra space. Or even just more "illustrative" notes for wardens on the levels, as I've seen in other modules here -- sounds, smells, sights were not at the forefront of my mind when I was writing. Re the text on blue -- I could definitely see that, I'll pass it on to my layout teammate for if/when we do a second draft!

Thanks again, this is all great (& actionable) feedback! Cheers!

Submitted(+1)

I read through you jam entry. Here's my written commentary on your adventure content and layout:

---Interesting concept with the environment being the horror, cosmic radiation on the surface, and the wound slowly closing up

---Some of the reactions to the crisis seem a little unaligned to the timelines. Boarded up shops after 7 hours of in-game time may be quick

---The Layout and Mounting Panic tables could have been all on the back spread, perhaps with a map to give scale

---I like the NPCs, it would be good if they could be associated with a specific area or areas

---If the PCs are going to get caught in the trap, there could be more detail about the lowest and most luxurious levels

Developer

Hiya, thanks for your thoughtful feedback! I'm thinking I might have left some old timelines (or ambiguities) in the text -- for example the shops wouldn't get boarded up until all previous layers are consumed, and each layer takes six hours -- so shops aren't until hour 36 or so. (i am now also realizing i've switched the names on a couple of the levels between my two tables, making it even worse, oops). agreed that they could have been merged into one table, this could have bought me more room for my NPCs (something I sorely needed haha)! 

If I were doing a redo, more details on the levels would definitely be high on my list (along with more love for NPCs). I'm already eyeing that "how'd you get here" section, asking it... well... how'd YOU get here? :)

thanks again for the feedback!

Submitted(+1)

This is really fun! I could definitely see myself running this one! Here is my feedback:
+ Layout is clean, and the formatting works well!
+ concise descriptions of the events and situation.
+The timeline is clear and concise, and the formatting of the escalation is well done.
+ Leans into the theme well.
- helping hands section is a bit too small, manageable with zoom, but if it was physical it would be awkward to read.
- I feel like some NPC 'bad actors,' which are implied, should probably be defined. This would take some mental load off the Warden.
- The yellow in the 'map' draws the eye a bit too strongly, making the descriptions a bit hard to parse.

Developer(+1)

Hiya, thanks for your thoughtful comments! I was worried that the timelines might not read well so it's nice to hear you appreciated them. I definitely wish I had given some more love to the characters section (both layout-wise and narrative-wise), that's usually where i start writing stuff like this but this time I worked backwards (and didn't leave myself enough time or space). And re: the yellow -- didn't occur to me at the time but I definitely see what you're talking about! Appreciate you pointing it out. 

Working my way through them all in reverse alphabetical order for some reason, so I'm looking forward to reading yours soon!

Submitted(+2)

Looks great! I really like the escalating plot danger. I find the “Helping Hands” section to be a bit hard to read due to the small sized text.

Developer

Thanks so much for taking the time to give some feedback! If I could do it all over I definitely know where I'd cut to make more room for Helping Hands -- both literally for size and to give them a little more shine (personality, complications, etc.) Looking forward to reading yours! :)