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Song For A Soul's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| THEME — How well is the jam theme used? | #6 | 3.957 | 4.150 |
| FAVORABILITY — how much do you personally like the submission? | #27 | 3.289 | 3.450 |
| GAME DESIGN — How good is the game balance or concepts there in? | #28 | 3.337 | 3.500 |
| WRITING — How does this read? does it emanate with horror, humor, drama...? | #33 | 3.432 | 3.600 |
| UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"? | #36 | 3.051 | 3.200 |
| Overall | #36 | 3.242 | 3.400 |
| LAYOUT — How well does the module get across information? | #42 | 3.051 | 3.200 |
| ART — How good is the art/graphic design? | #45 | 2.574 | 2.700 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- With only minimal prep needed, Song For A Soul is one of the most accessible and evocative looks into Slickworlds I've seen in the Mothership community yet, and is an excellent pastiche of ancient myth and the rulers of our digital worlds!
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Comments
I love this adventure so much, slickspace doesn't get enough love and you have executed on it so well. I would love to see some visuals that pop off as much as the writing/game design but this will be in my shopping cart the day it hits full release regardless. Excellent job!
Solid across the board!
Interesting premise. After thinking about it a little I believe this idea could work very well as a side quest recovering a dead player character personality if someone the players felt very emotional about died.
What I am not equally fond of is the centered alignment and the map.
The medusas are a little harsh unless the players are fully aware of the petrifying mechanic.
Art: There's not much of it, but it's not ugly or distracting, and that counts for a lot.
Writing: I'll give full marks here because the truly impressive amount of good content outweighs the fact that the writing itself is just okay on a technical and "vibes" level. There's a difficult balancing act to be done between straightforward, clear description and evoking a mood, but I would say this leans a little too much toward the former. I think the quality of the content warrants the occasional flourish in the presentation.
Game Design: Full marks again, in that I could probably dock a star for trying to do way too much for such a small format, except that you pulled it off so well for the most part, you get a bonus star for effort, and it all balances out. You did a great job of having each aspect of the scenario makes sense from both the perspective of what it is technologically and how it's represented in the mythical fiction.
Theme: Six out of five, if that were possible. I still have almost another 30 to read, but if this isn't Best in Show for interpretation of the theme, I can't wait to see what else is out there. You wove the myth into all aspects of the scenario and made it all make sense for Mothership. The only thing I thought I'd find that ended up not being there was some interpretation of the command not to look back while leaving the Underworld. I don't think you necessarily need to do that, just sharing that detail of my experience reading in case it's useful.
Layout: Functional. As with the art, you didn't make the mistake of trying to do too much. I like the idea of making the map just with typography, but that kind of type art requires serious typographical skills to execute well.
Utility: Let's face it, this is a zine-sized adventure in a trifold format, so obviously the Warden needs to either be good at ad-libbing details or do a lot of prep. That said, the story is cool enough that I could see myself making that effort.
Favorability: Will certainly be on my toplist. If you want to sell this, I would strongly suggest finding a good graphic designer and building this out into a zine. Add a bit of the real world outside for intro and outro, give each of the locations a page or two, develop the individual Medusae a bit more... create more explicit sidequests for the Stephanie and Colosseum drachmas, etc. Maybe even some other locations that aren't part of the main plot. I could see this being a bit like Prospero's Dream in that it could be run as this specific scenario but also used as a sandbox setting for other missions.
I've seen a number of pamphlets that were long on visual design and short on story... I don't know whether any of those people have the time to take on a big project (or if you do), but it would be cool to see a collab.
Great premise and some interesting ideas! While I understand some of the aesthetic choices I would focus on readability, between the map and the dark marble background, or maybe just a clean printer-friendly version.
Top-notch interpetation of the theme with tons of layers that link the sci-fi elements to classical mythology! A great mini-setting that just has so many fun details across the writing. Excellent hooks, great throughlines to keep Wardens and players focused in a pretty sandboxy setting, and some really fun obstacles with a good amount of possible solutions!
I think the visuals and layout could definitely be punched up - the map is a fun concept but would be certainly more useable with full illustration, and I'd love to see a more dynamic cover - but nothing gets in the way of the useability for me and it still aligns solidly with the atmosphere you're going for!
One of my favorites so far. Gotta plug this into my Prospero's Dream campaign somewhere!
Well, I love the themes here. Big fan of the use of a slick world to recreate the mythic Greek underworld. I found the center aligned text pretty distracting, I’d probably revisit that design decision. The styx water is overpowered from a purely mothership perspective, though I have to admit that the idea of removing conditions along with memories is titillating. I like the effect you were reaching for with the map, I don’t think it landed exactly but it was a bold decision and evokes a certain slick world advertising hell that I appreciate. You have some pretty inconsistent formatting for key concepts throughout the document and naming, which would hurt utility in general. I like the weapons table and random encounters, they seem like fun additions to the game. Last constructive note is you make a note to trigger Stress, but that doesn’t really tell the warden what happens. The common language is gain 1 Stress, or Fear Save or gain 1d5 Stress. A good entry, I look forward to seeing your future endeavors.