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A jam submission

SLUSH FUND - All or Nothing in the ArcticView game page

A Devilish Dilemma against Opposing Operatives
Submitted by Dice Goblin Games — 8 days, 13 hours before the deadline
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SLUSH FUND - All or Nothing in the Arctic's itch.io page

Results

CriteriaRankScore*Raw Score
INTERPRETATION#24.7504.750
Overall#34.3754.375
ADAPTATION#64.0004.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Another Dice Goblin classic, a fun social game hidden beneath an icy exterior and cyborg penguins.

  • An amazing twist on the usual "shoot first, questions later" format of a FIST mission. By having the outcome engineered from the start, it becomes more about why the outcome is what it is, rather than what it will be. I can see this being a struggle for the more action-oriented FIST teams, but teams who love deep roleplay and character relationships will excel in this high-stake environment.
  • A mission like this needs an enigmatic group of protagonists, and the mission delivers that in spades. Each of the agents feels unique, with a main selling point for a referee to draw from. The descriptions of the setting itself are evocative and help to build that sense of tension as players head into the belly of the compound.
  • A perfect FIST aesthetic in the layout, clean and easy to follow, with the rules for generating the roles and their outcomes clearly explained for a ref to use in the heat of the moment.
  • I maybe wish that there was a bit more of a funnel towards the control room, rather than just the one confrontation with the penguins. I get that the social engineering of the agents' motivations is the main draw of the mission, but a few random rooms like HAZARD FUNCTION might have given the mission that little bit more for the players who need their action fix. That being said, there's nothing to stop a ref from adding a few more rooms and playing with the idea of splitting the group up even more to play on their fears and tensions of others' motivations.

It's like putting a square peg into a round hole but making it fit perfectly, creating a mission that moves the focus away from players' direct actions and more to what they're thinking behind the eyes. I can see this being adapted where the players are the ones looking to steal the money from each other! A masterpiece in manipulating your players.

(3 edits) (+1)

This is a fun one.

I love the dynamism added by the role mechanic. I can imagine playing this mission several times and being delighted each and every time by the different versions of the characters presented in each game. It's a very elegant way to not only add suspense, but to increase the variability of each game. Great choice.

Your descriptions are excellent. They give so much while leaving so much more to the imagination. A fantastic foundation for any GM to build on. I love the way you describe your characters. Brief but effective.

You do an excellent job of making the mission feel like an action movie. Just reading it gets my blood pumping. There's something to be said for presentation—you do a good job with it. You have a great sense of tension, pacing, and narrative flow.

Layout work is good. It's clear that you do this in a professional capacity. You could certainly delve into some more experimental territory if you wanted to, but I don't think you need to. You clearly have a solid grasp on what you're making and the layout is effective at conveying information and providing just enough visual intrigue to break things up. Doesn't necessarily speak to me, but that's okay.

The photos included do speak to me. The way you've edited them is really cool looking, and they give just enough of a visual reference to imagine what these scenes look like without being overbearing.

I adore the goofiness of Act 2's encounters. Really fun way to break the tension.

Some might call it anticlimactic, but I actually really like the way you set up the aftermath of the final decision. It really effectively highlights the thematic tension at the center of a narrative in the way an inevitable fight wouldn't. It's a good artistic choice.

Great mission. Good storytelling. Looking forward to running this one sometime.

Developer(+1)

That's so nice to hear, thank you! I'm really pleased with how the 'write down the roles' thing came out. I like having big twisty gimmicks in my modules. As for layout - I've only started doing layout myself recently (and my skills have a long way to go), so I'm already surprised it hit as well as it did. So yeah, thanks for the kind words and the review!

Submitted

i'm so excited to typewrite the hidden roles and seal them in an envelope and leave it ominously on the table labeled "NOT TO BE OPENED UNTIL MISSION COMPLETION". Reading a stat block labeled "AUGMENTED PENGUIN SWARM" was my great pleasure. this one really flipped the script and I dig the predestined-betrayal mechanic, an inspired interpretation!

Submitted

The room descriptions are very evocative, and I love the way each of the agent's motivations are decided at the very start of the mission.

Submitted(+1)

GORGEOUS layout. in awe of how you stitched such a simple conceit into the very cool prompt. NPC design is great, fun wave fight in act II.

Love the system design that keeps the other party moving along as players progress. Living world and all that. Very nice work!