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(+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.

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!

(+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.