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A jam submission

Carving YmirView project page

Adventure Module for A Sci-fi Horror RPG
Submitted by WatcherDM, AustinHolm, Waco Matrixo — 9 hours, 6 minutes before the deadline

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Carving Ymir's itch.io page

Results

CriteriaRankScore*Raw Score
THEME — How well is the jam theme used?#14.3044.304
WRITING — How does this read? does it emanate with horror, humor, drama...?#24.1304.130
Overall#43.9693.969
FAVORABILITY — how much do you personally like the submission?#53.9133.913
LAYOUT — How well does the module get across information?#113.9573.957
ART — How good is the art/graphic design?#134.1744.174
UTILITY — Does complexity inspire game prep? Or Is it very "Pick-up-n-Play"?#143.6963.696
GAME DESIGN — How good is the game balance or concepts there in?#163.6093.609

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Coming out of my damn-ass Review Retirement because I read this one and it was too good not to comment. I'd say the body text is pretty cramped into its boxes, but it's still a solid layout and all around a top-tier aesthetic + layout + piece of writing. Many applause all round. Perfect execution of a "linear" adventure where the tension is far more in the crew dynamics and whether they'll turn on each other before they can reach the end of the tunnel. Might have to run this one!!

Submitted(+2)

Love it.

My only two complaints are that this is linear (I personally prefer players to have more agency, but that doesn't make this a bad scenario) and that I'd like to see slightly better layout in terms of separating the days/nights. Maybe some slightly thicker lines or something. Super minor overall.

Fantastic work!

Submitted(+2)

Great map and visuals. Pressure cooker timeline has a great feel to it and the giant nuclear drill is a great set piece. Skill checks feel like they lack consequences for the most part should maybe be auto successes if a character has the appropriate skill.

Overall, it feels like a very usable adventure that will lead to lots of unique plots, love it.

Submitted(+2)

Art: Solid candidate for Best in Show.

Writing: Strikes the right balance between clarity and vibes. Pretty original setup and fits well in the Mothership universe. Plot-wise, given how sus Delphi is acting and the likelihood that the players are keeping an eye on her, I feel like there needs to be an opportunity to detect and thwart the bomb plot. It also seems weird that the drill is still going after the Reactor has been ruptured, but I guess it's just a fuel line leak or something. It would be nice if there was a way to separate the geographical, Ymir-related stuff that's guaranteed to happen from crew-related subplots that could be thwarted/modified/interfered with/participated in, but I realize that's hard in this limited format.

Game Design: I realize this is kind of personal preference, but I'm not big on "Thing happens at you, make this roll" as a design structure. I strongly prefer that players choose how to respond to a situation and then rolls happen or not based on that decision. That said, I know there's not a lot of space to cover contingencies, and a good Warden will take this and turn each of those scenarios into an interactive scene that may or may not culminate in the given roll (or a different one). I worry that a novice group would take it too literally and just make the roll and move on to the next thing, in which case the players aren't actually doing anything for most of the adventure, just having a story told to them.

Theme: I stupidly didn't Google "Ymir" and was going to give you a lower mark for only doing something that feels like it could be a myth. But you did a myth, good job. Rating revised to a five after reading the other comments.

Layout: Full marks, but one note: I find the map a little hard to read at a glance, because the numbers, structural lines, and interior details are all the same color and of similar weight. I would suggest creating some visual differences between the numbers, walls/ladders/doors, and everything else.

Utility: Full marks because it can be run out of the box for a group that's okay with a linear narrative where stuff happens at you. For me, there would be prep in that I'd want to do some planning ahead to fill in detail for the various scenes and do some contingency planning for if the players decide to intervene with Delphi before she's gone completely off the rails.

Favorability: Should easily be in the top five and possibly win in some individual categories. I dislike linear narratives, but there's enough to work with that I could just make it nonlinear when running it myself.

Submitted
Deleted 13 days ago
Developer

I see you sent another comment that revises this, you ok if I delete this one?

Submitted(+1)

Weird. I thought I just edited the original and didn't repost. Yeah, I'll delete the original.

Submitted(+3)

I mean, this is a professional work, by three of the biggest names in the Mothership/TTRPG scene. I wouldn’t be surprised if this one won. It’s unsurprisingly excellent. No notes. 

Submitted(+2)

ART — What little discrete art there is, is very evocative of the source myth, compliments the color palette, and of course sets up the big ol' drillship before you're even likely to have read it is so. Very effective! In terms of graphic design everything continues to be pretty consistent if a little predictable given how many entries are on top of one another. Not necessarily an issue. 

WRITING — With a decently high wordcount things kind of need to be all killer no filler, and this strikes a pretty great balance between evocative word choices and simple explanations so that - as is inevitable - the Warden can fill in any blanks that exist from shorter descriptions.

GAME DESIGN — My big winner to call out here is the pretty extensive use of the skill system and cutouts to reward checks for lots of them!

THEME — As with all other entries I try to decide on what level "Ancient Myth" inspired the module and then to grade it on its own terms. I fully believe this reads as mythical whether you somehow don't happen to recognize the norse connection or not and is only better the more little bits and pieces that you do know. 

LAYOUT — My single nitpick is that while always at the top of the dark blue day sections, NIGHT itself always feels like another bullet item rather than the beginning of a new entry. I might consider underlining, bracketing, icons or something to draw Day and Night as entries slightly further out of the layout and to the eye of the reader.

UTILITY — Probably one that wouldn't or couldn't be effectively run if for some reason a Warden ran it without ever having read it previously. Still, a lot is packed in here and a pretty cohesive story given the day structure. 

FAVORABILITY — The theme of the module is awesome, the overarching use of the jam theme is too, and as a really busy person the appeal of a module that has done most of the storytelling thinking for me already is hugely valuable. 

Submitted(+3)

I really can’t stress enough how well written this is.

NOTHING feels like a footnote, or an addendum. Prose flows into warden info, flows into player info, into mechanics, all without interrupting the pacing or delivery of information or plot.