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Trippy! The connection to the jam's theme seems tenuous and a lot of the elements feel like they'd be more at home in a high fantasy/sci-fantasy kind of game like D&D or the old Gamma World. However, it's very creative, I'll give you that.

There's a lot here that I feel needs at least some explanation. Are things like the crystal angels real, or are the part of the game? Why are there actual squirrels everywhere but no bears? 

What's actually happening when someone dies in the simulation and "respawns"? I could see e.g. blacking out for a period of time and then regaining consciousness, but why does dying in the game move you somewhere different in the real world?

The design isn't too bad. The two colours you've picked clash a bit... one easy trick is just to pick two that are opposite each other on the colour wheel. So that blue you've got can go with something more orange. Or that purplish-red can go with teal. I would also try to avoid having all caps for text longer than a single sentence, as it's harder and slower to read; the variable heights of lower case letters help people recognize words by shape, whereas all caps you pretty much have to read letter by letter.

Overall, a whole planet full of people gradually succumbing to virtual reality addiction and losing touch with their real environment is good fodder for Mothership. The treatment is just a bit too silly and insufficiently thought-out for my taste. However, it looks easy enough to run for someone who does find it up their alley.

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Haha I’m online so I thought I’d respond. This is genuinely interesting feedback to get - because some things you pulled out as issues are things we did deliberately and consciously! The ambiguity over what’s real and what isn’t, and what’s part of a consistent world and what isn’t is deliberate - from a player’s perspective I was hoping it would create a cumulative effect with potential hazards - so real hazards being disbelieved as real (especially if PCs have ‘respawned’ once already) is a genuine problem! The high-contrast colour choice was deliberate - it’s supposed to hurt your eyes a bit to evoke visual disturbance (although to be honest not sure how it would come across in print). That said I think the point about it being silly is fair enough - really wouldn’t want it to come across as ‘gonzo’ and it was a worry. Would work more on managing the tone if this was expanded. Thanks for taking the time to give feedback!

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Okay, in that case you've probably achieved what you set out to achieve, it's just not my cuppa tea, which is fine.

I will say that although confusing the players and having mysteries with no prescribed answer seems to be a standard part of Mothership design, I would recommend against confusing the Warden. Stuff like that can leave one wondering whether the designer had something in mind that they just forgot to mention and you're not seeing it, or whether it's an intentional open question. You could have a little panel about that somewhere. E.g. "WHAT'S UP WITH THE SQUIRRELS? Are they real, or part of the game? Are they just regular city squirrels that seem more significant because of the game's themes, or are they masterminding the whole thing in some way? Take cues from the players and let their guesses guide you, fleshing out the story as you go."

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Oh agree, yes. I think either narrowing the scope to make what remains clearer, or splitting it into two as others have suggested, or expanding it and holding the Warden’s hand a bit more would help. I definitely would like to expand the implied setting and background a bit more - and it’s hard to do that through environmental storytelling (my fave) in a trifold format!