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A jam submission

RADSICKView project page

Mothership Tri-fold
Submitted by Cargo Ghost Games — 11 hours, 6 minutes before the deadline

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RADSICK's itch.io page

Results

CriteriaRankScore*Raw Score
ART — How good is the art/graphic design?#94.2804.381
GAME DESIGN — How good is the game balance or concepts there in?#183.5823.667
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#203.5823.667
LAYOUT — How well does the module get across information?#223.6753.762
Overall#223.5693.653
WRITING — How does this read? does it emanate with horror, humor, drama...?#253.5823.667
FAVORABILITY — how much do you personally like the submission?#253.3033.381
THEME — How well is the jam theme used?#402.9783.048

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

Great storytelling! Those NPCs look so gross and dangerous! I found the yellow text a little hard to read, but it is late and my old eyes are tired... Haha... A printer friendly version would be a great post-jam addition.

The labels on the map could be about 2X larger without obstructing anything, so consider making them bigger to improve readability at a glance. 

Submitted

Good stuff!

"Random mysterious thing that drives most of the crew insane except the player characters" is a well-worn trope, but it does what it needs to. The Melded are my favorite part, without a doubt. That's a clever mechanic for determining HP, and the name and visuals are good. The NPC tiers seem like a design artifact from an early draft, and could probably be cut. I'd recommend swapping the stars with various numbers of points for alternate shapes for black and white printing friendliness. There is a lot of purple prose taking up space that could be better utilized, which seems to be a common theme across the submissions to this jam, but they add some nice flavor, so they get a pass here. The art and layout are good, but I can see this turning into a confused maze. The whole thing is basically "navigate a bunch of enemies to get the doors open to kill the captain and use his keycard" and I'm not really seeing the "Survive, Solve, Save" elements and this reads like a prose-heavy DOOM level more than I think it needs to. Overall, it's a fun little dungeon crawl, but I think it's missing that special something that makes it memorable. Final note, the setup does not account for players who already exist, and a quick note that any personal belongings or weapons are stored in the crew quarters or armory fixes this.

Submitted(+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!

Submitted (3 edits) (+1)

Great, immediate motivation and hook. I love the horror elements. This isn't really a criticism, but I would like to see them fleshed out a bit more. How do the sludge and Father of Suns relate? How does the sludge meld metal to flesh? Or rather, why are people touching so many metal things after seeing what happens? Do they become magnetic? That could be a cool explanation. Or does the voice tell them to touch metal? it may be a good idea to just drop the sun theme altogether and make the guy the Father of Iron or something metal themed. 

I really like the layout and a lot of the design. Great art. I can see what you're going for with the gradients, but I think all the different colors and the variety of methods for keying made it hard for me to identify when a color had meaning or not.

  •  I think the brighter room text means there's a story item there, right? Since you already list the item, I don't think you need that. 
  • Does the lighter shade of green used for the room text and one of the enemy colors in the key mean anything?
  • I don't think you need the enemy tier system at all. You already have the associated symbol next to their names. You could remove the tier key at the bottom and even the lines extending from the enemy description boxes. I would even consider maybe giving all enemies the same symbol but in different colors. As it is, the symbols are hard for me to differentiate.
  • Whatever symbols you do end up keeping and using, I would put every symbol in one box in a list. Having different symbols in different places makes it really hard to quickly get the information I would need as a warden.

All that said, there is a lot to like here! The design, layout, and art are great. The module itself is fun and well thought out. Overall, the biggest issue (in my opinion) is just that it's over-designed and could be pared back and streamlined to make it shine.

Submitted(+1)

This is really phenomenal, I'm super impressed by the density, clarity and flavor of all the information, y'all have really pulled off something impressive. The cover art and title are sick. It immediately makes me want to pick it up and dive in.  I love the way you set up everything with the story items and timeline. Everything is super useful, looks great and is well thought out.

A few small notes:
1. I was a little confused by the back and forth between using Dr. Rollo and the Scientist. It made it seem like there were two separate people but I think after reading it is just one person?
2. I too have a villain with a syringe and scalpel finger in my adventure!
3. The ancient god tomb story hook isn't doing much for me personally. I know ancient myth is the theme and you did a great job integrating it, but just for my personal taste I would probably flavor it differently if I ran it.  
4. I don't think the items table is worth the space (although I laughed at the descriptions!) but if you did want to keep it I would make it so you can roll for a random item and maybe  swap out some of the weapons with things more directly plot related. Some hastily ripped open radiation sickness patches or keycard with limited security access or something. Alternatively, the radiation sickness table in the Player's Survival guide is pretty puny, I think developing something that is cranking up the pressure as the adventure goes on would be fun. 
5. For the star in the legend it says Tier 1 NPC (1d10) I'm reading that as how many NPCs are there, I might change it from "NPC" to "NPCs" but I'm not sure what the proper way to do that would be. 

Really fantastic stuff!

Developer

Hey, thank you for the feedback. Some clarification and points we'll look at adding in v2 after the jam:

1. Dr Rollo and the Scientist are different people (we could make this clear by naming the Captain and the Scientist). Dr Rollo is the author of an encyclopedia on known and theorized topics and peoples across Rimspace in our home game so just a nod to him. The intent here is this is an excerpt from one of his books.

2. Will check this out and rate/feedback today!

3. That's fair! It fits into a larger story from a project we are working on for Table Jam 26 (if we hit that deadline - https://itch.io/jam/table-jam-26) that we couldn't have crammed into the trifold. Fully encourage anyone picking up RADSICK to chop and change it as they see fit, at the end of the day it's all about your group having a good time.

4. The debates we have had about this table :D :D. It has come up a few times now so I think we'll take another crack at it.

5. Tier 1 NPCs should be treated as a horde so each star location the warden should roll a d10 for the number of those Tier 1 NPCs in that location. We'll see how it reads after the jam with fresh eyes, but you may be right to make it plural.

Thanks again and if you ever do run it let us know it goes!

Submitted (1 edit)

re: 4 I totally see the fun in starting with nothing and slowly acquiring weapons and equipment. Like, you’ve had to kill a radiation zombie former coworker with your bare hands and now your new weapon is…a mop handle, haha. It adds to the Die Hard action adventure quality of it.

Submitted(+1)

Art: What can I say? I'm only a few modules in but if this isn't Best in Jam for art it'll be close.

Writing: Conceptually, it's pretty standard fare for Mothership, and there's no story arc to speak of, just one prolonged action sequence. However, full marks because it executes well on what it sets out to do.

Game Design: Seems like a good action scenario and would get full marks for a board game or video game. For a TTRPG it'd be okay for a very combat-oriented group, but the solitary "win" condition and structural design leave little room for other character types or play styles to have their moment.

Theme: It clearly fits, and you did a good job of giving the artifact some myth-type lore. At the same time, there's no real incentive for the players to engage with the theme, as the scenario is just about trying to trigger the SOS signal. So the theme isn't fully integrated in that you could replace the artifact with a canister of radiation-eating zombie virus or something, and nothing would change.

Layout: Full marks. Professional job. Not going to take a star off for this, but maybe the item table isn't the best use of space. Most of the things there are either generic 1D5 improvised weapons or described in the core rulebook. Maybe use the space to go into more detail about the Tomb of the Father of Suns and possible interactions with it, maybe even a secondary wincon?

Utility: Full marks. If this is the type of scenario someone wants to run, very little prep is needed.

Favorability: Although this absolutely nails the execution for what it's trying to do, it's not what I'm looking for out of Mothership. Structurally, this is more of an action movie, whereas good horror depends on pacing and atmosphere. I think the same scenario would excel with a different system more geared toward tactical combat.

Developer

Thank you for the kind words and valuable feedback!