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ART — How good is the art/graphic design?

3/5

It's white text on a black background, and my printer will hate me for printing it. The Malfunctions table is cramped and difficult to read. The ship stats and sketches are cool

WRITING — How does this read? does it emanate with horror, humor, drama...?

3/5

It was great in the first half, but then gets weird and complicated when it starts talking about how many people are needed to carry it, and the implication that the players are there along with a bigger support crew of marines. The other ship as a complication was not immediately obvious either, but then once it clicked it seems like a fun time.

GAME DESIGN — How good is the game balance or concepts there in?

4/5

Awesome idea of transporting a dangerous artifact. Extract it, drive around without it breaking the ship, then get into a shootout and maybe some boarding actions and try to not all get iced. No "holy cow" moment, but otherwise, it's pretty great. I'd run this.

THEME — How well is the jam theme used?

2/5

Yeah, there's an ancient myth in there somewhere. Not truly important, because the rest of the adventure shines even without it.

LAYOUT — How well does the module get across information?

3/5

Wall of text, but it was actually a quick and fun read. The complications table is not fun to read. I'd also like a printer-friendly black text on white background version.

UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?

4/5

Aside from some minor layout issues, I could print this and play it 30 minutes later. 

FAVORABILITY — how much do you personally like the submission?

4/5

I'd play this, and probably wouldn't need to change much at all except to make it fit my players. They'll have a good time. Well done. (It's only 4/5 because it's cool but nothing screams "memorable" to me at a glance. If I am wrong and it turns out my players keep talking about it, I'll come back and edit this)