Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

David Garrett

133
Posts
5
Topics
480
Followers
656
Following
A member registered Feb 08, 2021 · View creator page →

Creator of

Recent community posts

Great art. Clever premise. Lots and lots of content that would be super easy to use at the table. A total winner — would love to see an expanded version of this.

I’m pretty sure my players would murder me if I threw this at them, but for groups that like puzzle dungeons, this would be a fantastic time. The puzzles are precise and solvable — no hand-waving required.

I love a good library adventure, and the art and general vibes of this adventure are absolutely great. My primary critique is that it is hard to visualize the layout of the library, and the quantum nature of the encounters (wherever you go, you find a clue) does the exploration of the library a disservice.

I would have liked a map with concrete encounters in specific areas. Not only would that make it easier to run, it would make the library easier for the players themselves to visualize.

I love, love, love that the reward for completing the quest is essentially a library card. That makes my heart happy.

There is a lot stuffed into two A4 (four A5) pages. Much like an overstuffed calzone, it’s ooooooooooooozing with goodness, but is also challenging to digest. This is, for sure, one of the entries that I’d love to see an expanded, fleshed-out version of.

Great vibes. Evocative descriptions. I’d like to see this fleshed out with more gameable detail.

This is a great time-based adventure. I love that you leaned into Shadowdark’s torch timer to create a real-world countdown. Also, the chronovores that attack the PCs future XP is kinda genius.

I admire the commitment to alliteration needed to write this adventure. It’s silly, scary, and whimsical in both the modern and the “horrible fae” sense all at once. I’m a fan.

I like the concept. As others have suggested, the layout could use a revision.

My biggest question, though is: why? What are the characters supposed to accomplish other than mapping out all of the effects? Can the circles be used to solve a separate mystery? I know you mentioned that you ran out of time, so I’d definitely love to see this fleshed out.

I like the faction play here. Easy to visualize and run.

Great setup and practical hooks. I like everything about this.

Nice to see a Troika! module here. I do agree with some of the other comments that you could have left the Troika rules out and used the space to flesh out the NPCs and locations — what you’ve got is great — I just want to see more!

Nice town-with-a-problem fantasy adventure, but with plenty of hooks to follow up on after the primary challenge has been resolved. I love the flowchart-y map.

This is such a great example of world building via the tiny details scattered throughout the adventure. Nothing is set dressing — everything is gameable in some way.

Great writing and presentation! I really like the setup, as it not only presents a problem, but then, depending on how the players resolve the problem, sets up an entirely different problem (how to handle their betrayal).

This is one of those things I wish I’d thought of. I’m going to have to get this to the table.

Fantastic point crawl city map. I’m totally going to steal this technique in future adventures.

I don’t have anything to say that they others haven’t — just that you’ve given all the right details to make the scenario and the NPCs easy to run. Very charming!

You had me at “sluggoth”. Fun vibes, interesting things to do, foul beasts to slay — what more can you ask for?

Oh man, vibes for days. I dig this a lot — I love the use of a clock to slowly increase the pressure on the party. My only quibble, though this might not matter in play, is the linearity of the adventure. But that’s really it.

Nice situation/location-based adventure that I would describe (in a good way) as a house of cards sitting upon a throne of lies. I could easily see the PCs stumbling across this and making a mess of everything the way that only player characters can do.

This is gold. The cover-as-map is a great use of space, the writing flavorful, and the NPCs each imbued with an easy-to-run personality.

Really flavorful and fun set up for a heist/infiltration set piece, as everything’s primed to go sideways as soon as someone gets caught.

Fantastic map! This super-flavorful, surreal, science-fantasy micro-setting deserves a more detailed treatment!

I’m slightly horrified that not only do the winners get eaten, they know they’re going to get eaten, and that’s preferable to their continued existence.

  1. Nice to see another Shadowdark adventure in this jam.
  2. I really like the concept for this adventure! I could easily see dropping this into my current urban campaign with relatively few tweaks.

I love the concept!

Great vibes with this one – I’m a sucker for technology as strange fantasy.

I love this approach to generating the dungeon. It’s depth-crawl-y but also compact and easy to use at the table. This might be my favorite entry so far.

I love a good depth crawl and a good fae-as-alien-forces adventure, and this entry brings both. I also deeply appreciate the pac-man easter egg.

This is a very nice setup. I love the idea of a villain turning his victims into soap. I think, to be useful at the table, a bit more detail would be helpful — I’d love to see this expanded!

When the characters gaze long into the abyss, the abyss gazes back. This entry provides a framework for what happens when characters hang out a little too close to the ultimate evil for a little too long.

A nice gothic/cosmic horror adventure. I like that certain creatures are reskinned to fit the theme of the adventure. This gives the players a sense of novelty while remaining easy for the GM to run. My only critique is that there is far too much text to fit into the four-A5 page constraint. This would benefit greatly from a post-jam expanded layout.

A very fun standalone game about cooking for demons. It could easily be adapted as a mini-game in an existing campaign or used as hook for a larger adventure.

I know. I barely made it in 4 pages and felt that it would require cutting too much to fit it in 3.

A great setup — I’d like to see an expanded version where the motives of the NPCs are fleshed out a bit.

Thanks. I do have notes for an extended version, so I may very well do that. 4 pages is so short!!!

Love an good town-with-a-creepy-vibe. I can envision running it and slowly ratcheting up the discomfort as the players investigate.

Nicely designed dungeon with a strong theme woven throughout. This would be super easy to run and to drop into an existing campaign.

The detailed schedule for the monks is filled with flavor and makes it very easy for the GM to run. Would definitely steal this idea.

Charming set up for a band of bad guys. I love this line, “Members of the gang love to excessively roll their r’s whenever they speak.”