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(+1)

Very strong module! Excellent art and general aesthetic, fun hook, good integration of the myth. The NPCs are gnarly with the metallic implements melded into them - I also always love a bit of a ship-disaster scenario that integrates radiation, vacuum, and other environmental threats with a more straightforward horror!

My criticisms are definitely shorter strokes, but they're primarily to do with general readability:

  • Is there a particular function to labelling NPCs as "Tier 1-3" when there's just one of each Tier? Seems like a place that could be condensed.
  • The map keying was hard for me to read (blue/green against the grey, similar shades of of green/yellow). Each room on the map has a decent amount of space to make these potentially larger? I'd recommend much more distinct symbols just for contrast.
  • How come different rooms are green and others are yellow? I feel like its to do with radiation levels but I couldn't find an explanation.
  • I have to echo that the items table descriptions don't feel necessary. Some also reprint the mechanics for PSG items which is technically disallowed by our 3PP contracts. Making folks look at the PSG is far from a bad thing! Plus with the descriptions gone you'd be free to do a second column of items!
  • Is the 45-minute timer mentioned in the last panel meant to be a real-world or in-game timer? Either way it feels like that countdown could be mentioned in the introduction so Wardens know to set up for it.

All that said, there are tons of positives besides! Really good direction on kicking the adventure into high-gear quickly, I think the Melded are a solid zombie-style enemy, the Demeter is a well-designed map to crawl through, and I really enjoy the variety you've got in the Friendly NPCs. High marks across the board with just a few tweaks to really bring it all home IMO! Good shit!