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Hooks were quite effective for me, the general tone and flow of the adventure are great, and the threat is a compelling one! I read a pre-submission version a week or so ago and I think you've addressed just about all of the issues I had noted when reading there - body text spacing is great, the tone of bulleted text is consistent and useful! The rooms in this dungeon are some of my favorites in the jam so far - they're dense, full of stuff for PCs to do, and you've packed in a bunch of passive skill triggers which is a huge plus.

I am still left with some questions! One, the gem icon that appears throughout still confuses me. I can't quite figure out what it's meant to represent. Also unsure if there's more to Eclipse Glyphs since they're consistently bolded, but show up in generally different contexts room to room. if it's meant to be a reoccurring illustration/piece of art, getting that into the layout somewhere could be cool!

I'd also love some more info on the Warden side as to how the temple went from a sanctuary to being known as a temple to a god of death. That kind of cultural drift is fascinating - more fleshing out of how the cultists react to being wrong and potentially some learnable answers on the "Solve" pillar of "Survive/Solve/Save" would punch this up several levels for me!

Overall though, I'm quite stoked on this one from a game design and usability perspective. Great entry! Would have a lot of fun running this.

Thanks once again! 
My aim was a very concise adventure, leaning into an introductory style for both Players and Wardens. Getting the rooms useful and interesting was my main goal so its really fulfilling to see that reflected.
Another of my aims was to be able to provide some direct hooks for passive skills. I try to follow the idea that skills are a wishlist, but that can be really hard to achieve in game. So I went for it here!

The Eclipse Icon is really a mix of "well this makes sense why the cult might be sacrificing someone now" and clues to both the icon is useful (getting down to the "reveal" of the computer room) and that the JEWELS do something (open the vault door). It probably comes off heavier than it needs to - though in play, it still took a little while before my players figured it out at the altar.

There's definitely more background that could be added here, but I aimed for the functionality of a punchy temple based adventure and leave the rest a little open to interpretation. I think it could go really nicely into a 3-4 session adventure where you start at the towns, discover things, travel and then deal with the temple and aftermaths. But for a trifold, I think I'd have to sacrified the useability/targetted audience factor.

My SOLVE alignment was actually for the players to realise that Peace is the option to be safe from the Mech. It's probably a hard ask for most groups based on the default option of fighting but that's what I was aiming for.