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A jam submission

DEAD MONEY - A Fist Mission.View project page

A FIST Mission about undead bank robbers and a strange dollar bill with side effects.
Submitted by hallzir — 25 days, 14 hours before the deadline
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DEAD MONEY - A Fist Mission.'s itch.io page

Results

CriteriaRankScore*Raw Score
Overall#73.7503.750
INTERPRETATION#73.7503.750
ADAPTATION#83.7503.750

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)

An evocative heist that takes things in a very different direction.

  • The vibes in this one are off the charts. From the namedrop of the D.B. Cooper $100 bill to the Bastards' open morgue doors, this one pulls at the mystery just out of reach. There's so much there, but still so much for the referee to play around with.
  • The horror of the bill's 2d6 table of memory wiping powers is great. A really cool way for players to get to roleplay and the ref to ramp up the cosmic horror elements of the mission.
  • A colourful cast of bank robbers, each with just enough there that they can be a nuisance but also so that the ref can expand them in their own way.

Overall I think I wish there was just a little bit more of this! Would love to see an extended cut, maybe with a bank floorplan, some more of the horror elements and a bit of a clearer mission resolution - does the bill lose its power when it leaves the bank? Can FIST regain their memories somehow? A lot of room to play around it for a sequel/continuation.

(1 edit) (+1)

In a word: metal. The sheer existential HORROR of a 2D6 table that you have to roll off of to decide what you forget hits unbelievably hard (ever try weed?). I can perfectly envision the shock and subsequent terror that rolling a 2 would cause to a table of players.

Your layouts are really fun. I like your usage of blocky shapes. It plays well with the sense of alienation that rings throughout the visual language of this mission. I'm not sure I like all of your color choices, but the way you've blocked things out across the pages is largely stylish and furthers the encroaching alienation of moneyed architecture. I'd have liked more content in the mission itself playing with that feeling, though.

The bank robbery stuff is cool, but maybe you could enhance that feeling of smallness by bringing your undead cast of characters a bit more down to Earth. Not necessarily by changing what's already there, but I think it might be a mistake to have them "just" be assholes. If I were making this, I would ground them in something more tangible. Give them a little more life and a little more personally going on. As it stands, they're definitely more than just stat blocks, but they come off a bit like... well, NPCs in a tabletop game. That's fine if that's all you want them to be (it certainly works mechanically, and I doubt a table of players would be upset about it), but I actually think it robs the narrative of a human element that it could really excel at with just that little bit of extra work.

I'd also lean in a little bit harder to the fact that there seems to be no clear answer where the bill came from. That plays very nicely with the theme of forgetting. There are some things you can never know, after all!

It's a bit short on moment-to-moment gameplay. It's not exactly clear what players are meant to do on a moment to moment basis, how events are meant to play out, or what challenges are meant to occur when. There's a large possibility space, but it's actually so large that it lacks clear definition. It's difficult to imagine in clear terms how the gameplay would occur at a table, beyond "the players walk in, find the code, and go to the vault." 

If you were to expand this beyond the scope of a jam submission, I would consider focusing on fleshing out the locations within the bank to create a bit more of a sense of physicality. I suspect this would mesh well with the overall vibe I've been talking about, while also giving a little bit more structure for GMs to go off of. Maybe it would be something of a dungeon crawl. I'd maybe also create a bit more of a structured narrative framework for how the NPCs interact for similar reasons.

By the way, I think your third page might have exported incorrectly—it doesn't match the preview when reading it in Firefox. I don't see the word "bill" at all. That could be a browser issue, though.

This is a great mission. Stylish, moody. Super cool. Love what you've done with it.

Submitted(+1)

The graphics are utterly gorgeous, especially the cover page. I could honestly print it out as a poster just to put on my wall. Seems simple enough to run through and the cursed banknote ability is super evocative.

I really like the description of the Bastards, though I will say I feel like their revenant status is going somewhat unused, and is a bit confusing. I have to assume they don't know that they have died, given Emily's ability, but I'd love to see that explored a bit more.

Submitted

The graphics are utterly gorgeous, especially the cover page. I could honestly print it out as a poster just to put on my wall. Seems simple enough to run through and the cursed banknote ability is super evocative.

I really like the description of the Bastards, though I will say I feel like their revenant status is going somewhat unused, and is a bit confusing. I have to assume they don't know that they have died, given Emily's ability, but I'd love to see that explored a bit more.

Submitted(+1)

Loved the table of forgetting, i have a buddy who's written a lot of OSR nightmare tables and that sort of thing always rules. This felt a little lore-dense and light on mission flow, but between the obliviating hundo and the usual player foot-tripping i think it'll play alright. fun graphics too!

Submitted(+2)

This is real fun! I love the concept of the bank note.

I did find some of the text that's over backgrounds a bit hard to read, but otherwise the graphic design is very nice!

Developer

What page are you talking about? Im gonna guess its the enemy part, which if so, youre right lol. I just decided to keep it that way anyways, as i really liked that background and didnt want to change it to something else. Thank you for the feed back!! 

Submitted(+1)

Yeah, it was the enemy page (pg 5) and the arty page (pg 3) also.

I do think it works very well for the background, and just decreasing the transparency of the boxes behind the text would probably work fine to make it easier to read.

On page 3 the text box on the bottom also had some effects on it/the background that made it hard to read, but interestingly it is no longer a problem when reading on my phone! The inverted colour rectangles are only showing up as solid opaque rectangles.

Developer

To be honest, i was just messing around and found the "Difference" setting. I barely know how it works, i was actually trying to get like the opposite color to show, but still, it looks really cool.  Again, thanks for that feedback, i'll keep that in mind on my next project.

Submitted (1 edit) (+2)

hahahahaha hell yeah this is cool

edit post jam: 

hell yeah. Really into the concept of undead bank robbers who can’t help themselves. Unfinished business and all that. Really nice to hit that note of conflicting objectives and rival team of weirdos. 

Nice anomalous artifact. But for me the real standout is the prose - really neat turns of phrase, simple language that conveys motivation in a very cool way.