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(+1)

Some cool stuff here! I like the heavy faction elements and the megatroid PCs, though I think there's more that could have been explored with incorporating Mario elements - a pipe network seems like a natural fit.

The biggest area of improvement I see is the adventure leaves too much work up to the GM to round it out and prepare it to run. For instance: "Each tunnel should advertise its owners with three obvious clues and one subtle clue" - these don't appear to be in the entrance location keys; treasure needs to be rolled on tables; "draw a more detailed map" for the Dead God's altar; etc.

Perhaps a lot of this was due to the jam's time and space restrictions. I think if you could flesh out the keys with more detail it would improve things a lot.

Thanks for the reading and the feedback. I went back and forth on the pipe thing, and I decided to leave it out because I couldn’t come up with something cool to justify it. Funny enough, when I read your comment I instantly got an idea that would have worked perfectly, so I’m probably adding that in the final version of this module. It needs at least one more iteration to make it more GM-friendly.

Time and space definitely worked against me. I went too big with the scope of the whole thing. The next version will benefit from having more pages to allow for a better layout and provide more ready-to-implement stuff for GMs.