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A jam submission

Happy Sharing Funtime ParkView project page

Exciting shore-leave destination!
Submitted by Xenocobra — 2 days, 16 hours before the deadline

Play game

Happy Sharing Funtime Park's itch.io page

Results

CriteriaRankScore*Raw Score
WRITING — How does this read? does it emanate with horror, humor, drama...?#44.0484.143
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#93.8153.905
LAYOUT — How well does the module get across information?#153.9084.000
FAVORABILITY — how much do you personally like the submission?#203.4433.524
Overall#203.6163.701
GAME DESIGN — How good is the game balance or concepts there in?#273.3503.429
ART — How good is the art/graphic design?#293.5363.619
THEME — How well is the jam theme used?#353.2103.286

Ranked from 21 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)

I can't WAIT for shore leave!!

It is legit so hard to give you actionable feedback because your trifolds pack in so much atmosphere and setting and are so polished. I genuinely don't know what I would improve for a trifold, other than to say that you should definitely expand this into a full on booklet module of terror and Merit! :) Bravo!

(+1)

This is such a treat to read. Very tongue-in-cheek hypercommercialization satire; evocative of Futurama to temper a game which typically calls to mind Alien and Event Horizon. Definitely a fan of this interpretation of the jam theme. Great thinking with the arcade games; the names alone invite players to flex their skills. I could see this fitting into any number of story arcs, sort of a lotophagic digression. My only note is that I found the text to be a little dense, both in formatting and syntax, making quick information retrieval a little difficult. Maybe break up some paragraphs and pare down a few of the windier sentences? All in all, fantastic work.

Submitted(+1)

I think the submission is mostly well done even though the style of humor doesn't quite work for me. Also I haven't ran it but it seems like the specific numbers of the economy (high price to leave, small prizes, and a trick to reset what the players already earned) would make running it verbatim a slog.

Submitted(+1)

Very silly, great writing and looks really good. I've mostly glazed over shore leave in campaigns but this has me thinking twice about the unhinged opportunities I've been missing out on!

Submitted(+1)

Great visual design here, great concept. I'll echo what you've been hearing about the ticket numbers, but I expect most Wardens will just adjust up or down depending on how sinister they want the park to be. Some more ways to earn tickets might be fun too, especially if they're a little dodgy. I do also find myself wishing for a little more horror here. It'd be fun to let PCs rest here a few times before they uncover some big horrors. You mention that Nutri-Paste is an ingredient in making the Stanley's, but it might be better the other way around.

Yet another module I wish had five more pages! All in all, a very fun tool to use for those recovery sessions.

Submitted(+1)

This is a fun, comedic shore leave module with a cool diagetic design and solid art. Lots of stuff to do and a sinister undercurrent. I don't really have any critiques. I think it all works and players would have a blast.

HostSubmitted(+1)

Very fun entry! and bonus points (not actual points haha) for the artbook! love that you did that again for this one!

I don’t think i have much to add as my points were already made on some of the ticket balancing etc, but I liked this one and was very happy to get to read it!

Submitted(+1)

Never enough scenarios tricking players into thinking they are getting downtime instead of more punishment!

Submitted(+1)

Strong stuff overall! The aesthetic is certainly "bubbly themepark brochure" to the extreme but it works for me! Tons of creepy moments throughout and an effective "corporate myth" to tie into the theme. My main quibble has been echoed already, which is just the low payout/variety of Merit earning chances - especially for repeat visits, it could begin to veer into "okay we'll just steal the pass" which definitely becomes a full adventure. Highly fixable, just a playtesting/numbers game imo! Well done, great work!

Submitted(+1)

Art: Boy, I really enjoy the art of this one. Maybe a personal preference, but I love a good bit of texture, drop shadow, outer glow ect. Its fun and zany without falling into the realm of "overly busy". The illustrations look very professional and set the tone wonderfully.
Writing: A classic Mothership set up. The theme park gone wrong. An idea I've seen done (and personally done it) plenty, but this still stands as a fresh take that absolutely inspires.
Game Design: I think it provides enough tools for Wardens to work with. One could grind out the leisure activities and ticket gathering into a longer session, or go off the rails and have a much quicker, more tense session, thinking outside of the box to escape. 
Theme: definitely checks the ancient myth box plenty well enough. I do enjoy the looser interpretations of the theme. 
Layout: Not much to say. Looks great, easy to read, everything is where it makes sense to be.
Utility: Very pick-up-n-play. Could also be shimmy'd into a campaign with ease. 
Favorability: I like the visuals and vibe of this submission a lot. I love the heavy satire, would be a great fit at my table. The only thing fighting against it is that there are a handful of other great "theme park gone wrong" mods out there. Honestly not the worst problem to have though. 

Submitted(+1)

This is one of my favorites so far. Seems like a really fun downtime setting. I am probably in the minority on this issue, but I'm not a fan of drawn maps in trifolds unless they are specifically adding something. I would rather have that space used to flesh out the locations a bit with more gameplay and have the connections be shown with lines between the textboxes, Ypsilon 14 style.  

Submitted(+1)

Art: I like the trifold tenets Venn diagram and the map. I don't think everything needs to have textures applied though, it gives a messy overall impression, compounded by having too many different accent colors. If you're going to use the jam palette, I might try to limit yourself to those colors as they go well together, but the harmony gets disrupted when you're adding pink and red as well. (This is coming from personal experience with the last jam, where my main takeaway from feedback I got was that it's easy to go overboard trying to add visual interest. Most of my post-jam work was on reducing my palette and dialing back decoration in service of a clean, readable look.)

Writing: A clever idea, well-executed. A capitalist work cult never goes amiss in Mothership.

Game Design: I like the idea of making downtime more interesting. I worry that, as written, this would quickly become boring and frustrating for the players and Warden. They could successfully do all the things on the map that earn tickets and still only be 1/3 of the way to being allowed to leave. Of course, they could raid the ticket-printing setup or something, but that runs contrary to the idea of this not being an adventure. Maybe have a setpiece like an "Inspiring Oratory Competition" that occurs once they realize their predicament, which would allow them to quickly earn their freedom through some awkward roleplaying.

Theme: Full marks. Obviously mythology-themed and would fit in with more overtly satirical interpretations of the Mothership universe.

Layout: Full marks. Nothing wrong with the tried-and-tested map-inside-story-outside format.

Utility: Seems very pick-up-and-play except for the issue mentioned in Game Design above, that it would drag on after it stopped being fun if run exactly as designed.

Favorability: I like it. It wouldn't fit into one of my campaigns because I'm a bit lower-key with my satirical elements, but as a player I would enjoy it if inserted into an appropriately over-the-top campaign.

Developer

Thanks for taking the time to leave some thoughtful feedback! 

Fair points on the colors/textures and game design. I was thinking a bit too mechanical; "do thing" -> gain/lose stress/merit and hadn't considered more engaging mechanics.

Regarding the tickets, that highlights a communication issue on my part. The intention is that the 125m fare is a single fee that covers the whole party, and most of the activities reward per-player, so for 1-2 players they would be short, but 3-4 players should be able to afford to leave.

Submitted(+1)

No, that's just me not thinking carefully. Of course the players can pool tickets. Although with the arcade games, one of them setting a high score makes it harder for the others to beat it. It does create a separate issue for small groups as you say.

There is also the trap of buying a souvenir and only being told afterwards that you needed those tickets to leave, which could set even a larger group short. Overall, the idea of being trapped in a supposedly relaxing location until you have exhaustively done all the things and pretended to have a good time is thematically strong but maybe a bad gameplay experience, so I'd build in more shortcuts for a bored party (unless the desired outcome is that they murder the mascot or raid the ticket-printing facilities).