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Art: I like the cover art and the illustrations of the tower and mermaid. Everything seems a little haphazardly put together though, too many different styles of art that clash with each other... the cover photocollage, tablet frames, and lander illustration all look like they belong to different modules. The amount of yellow text on black is a bit hard on the eyes, as that combo is typically used for short, attention-getting warnings and not long blocks of text.

Writing: Decent overall. No particular complaints, but also nothing that strikes me as particularly memorable or evocative.

Game Design: This is set up like an adventure but structured more like a single encounter. There's one task and seemingly only one way to solve it, and one threat... there doesn't seem to be any way to avoid the siren or deal with her other than through combat, and with her stats and ability to enthrall players, there's a good chance this just ends in a quick TPK with bad rolling. Perhaps the way to go would have been to develop the monster and its mythology in greater detail and then just provide hooks for integrating it into a larger adventure? It feels like the monster is the point here, and the adventure is so minimalist that it's more constraining than additive.

Theme: Space mermaid is certainly ancient myth + Mothership. Maybe it would be more thematic if she'd hijacked the antenna to broadcast her call, rather than destroying it? 

Layout: Nothing too crazy. Does the trick for the most part. The positioning of the boxes on the lander illustration is kinda scattered and not visually appealing. It seems redundant to have components listed overtop of the image and then a separate box underneath describing the lander. I would rethink how you're presenting this info: either a longer column of text and then an image without stuff on top of it, or a larger image with tidier, more helpful labeling and maybe a shorter overview in the corner or underneath.

Utility: I think the adventure is too minimal and the threat level of the siren too high to be used without some additional contingency planning by the Warden. Otherwise, there's a good chance that the game lasts ten minutes because the players have no choice but to leave the lander, whereupon they fail some rolls and are all dead or enthralled before they've really done anything.

Favorability: I like the monster, and thought about doing something with sirens myself. But I'd be more likely to drop her into something else than to run this specific scenario.

Love the brutal honesty.
I do agree with a lot of this criticism here.
I did really struggle to unify the layout.
I do think my "Keep It Simple Stupid" approach made for a mod that was a little too uninspired.
I do have to push back a little on the "there's a good chance that the game lasts ten minutes" take. I play tested this mod, and despite players whiffing 9/10 rolls, the game lasted a little over 3 hours, they got to experience mostly everything the mod had to offer, and even with 2 casualties (not combat related) they NEARLY made it back to the ship (ended up missing and drifting into space) The android technically survived though lol. Still since then I made additions to make it a bit simpler.
The intention was to make a tense confined "bottle episode" rather than an open sandbox, so hopefully that was achieved.
Thanks for the feedback. I'll definitely be using it to make some post-jam changes.

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Okay, if you playtested successfully, I defer to that. And good work being able to do that in the jam timeframe. I always just trust my instincts to get things approximately correct. 

Where I was coming from is that 3D10 can potentially one-shot a character, and you can mind-control another. So worst case, in a single combat round, a typical four-person party could go down to two immediately, after which things would go downhill quite quickly. Bind could also effectively take one person out instantly, depending on whether "immobilized" means they can't move at all (e.g. attack) or merely can't move away. 

Maybe I'm making the most player-hostile assumptions possible. If the song is in lieu of attacking, and her binding only stops movement actions, she's more manageable. 

Regarding a "bottle scenario" I do think this is that. And I kind of did the same with mine... I like the minimalism! Maybe it just doesn't feel like there are enough strategic options for stuff to do inside the lander before jumping out to fight. 

I think the Siren Song is a bigger threat on paper than it is in game really. 
eye contact prompts a Sanity save, if failed then under the effects. Even then its just a slow burn of increased stress gain until a failed panic check causes you to lose control of the PC until wounded (which im changing to [-] Sanity save when damage taken to clear the effects)
The Siren IS a force to be reckoned with as it is the only external threat... that said there is a laser cutter with 1D100 DMG stashed in the comms tower that can one shot the thing potentially.
With it being such a fast and deadly mission, I wanted direct engagement with the Siren to be very deadly without a solid plan. eg. using the fire extinguisher to obscure its vision, or causing an explosive decompression event in a "take us both out" move. hell even the geography of the moon could create a potential Terminator 2 cryo death scenario with the freezing methane geysers. 
I think there are a lot of tools to solve things in creative ways, but reflecting on your comments, I think they could be flushed out more, especially for the "turtle" option of not ever leaving the lander.

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Okay, I think I made a bad assumption. I read it as: Fail Save -> 1D5 Stress -> Immediate Panic Check -> Mind-Controlled if that fails too.

If fully falling under her sway is only possible if something else causes a panic check... well, she could still kill someone else on round one to force it. However, that does now require four separate rolls to all go badly... fail save, then she rolls to hit, rolls high on damage and one-shots your buddy, you fail the panic check... 

It's not likely to happen, even under my original assumptions. And you're right that it's "fair" in that they could equally one-shot her. But either of those things could happen quite early on in a perfect storm, and I'm instinctively averse to front-loading decisive rolls in that way. I want to be sure there are going to be at least a couple ebbs and flows of tension before we get to the point that the whole thing could be over on the next roll.