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GoldenlockGames

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A member registered 27 days ago

Recent community posts

thanks so much! Ya know, my original draft had an escalation table for the Siren, however after play testing, it seemed kind of obvious and unnecessary. I figured most Wardens would know to escalate slowly and over time ramp up the aggression ( I even threw in a quip about how the Siren behaves this way) Although, if you think putting the escalation table back in would elevate the module, I could certainly do that

I think the Siren Song is a bigger threat on paper than it is in game really. 
eye contact prompts a Sanity save, if failed then under the effects. Even then its just a slow burn of increased stress gain until a failed panic check causes you to lose control of the PC until wounded (which im changing to [-] Sanity save when damage taken to clear the effects)
The Siren IS a force to be reckoned with as it is the only external threat... that said there is a laser cutter with 1D100 DMG stashed in the comms tower that can one shot the thing potentially.
With it being such a fast and deadly mission, I wanted direct engagement with the Siren to be very deadly without a solid plan. eg. using the fire extinguisher to obscure its vision, or causing an explosive decompression event in a "take us both out" move. hell even the geography of the moon could create a potential Terminator 2 cryo death scenario with the freezing methane geysers. 
I think there are a lot of tools to solve things in creative ways, but reflecting on your comments, I think they could be flushed out more, especially for the "turtle" option of not ever leaving the lander.

Great feedback! thanks much! Ill definitely clear up that table point and I thought up a less punishing way to try and shake the song's effect.
Appreciate the review!

Love the brutal honesty.
I do agree with a lot of this criticism here.
I did really struggle to unify the layout.
I do think my "Keep It Simple Stupid" approach made for a mod that was a little too uninspired.
I do have to push back a little on the "there's a good chance that the game lasts ten minutes" take. I play tested this mod, and despite players whiffing 9/10 rolls, the game lasted a little over 3 hours, they got to experience mostly everything the mod had to offer, and even with 2 casualties (not combat related) they NEARLY made it back to the ship (ended up missing and drifting into space) The android technically survived though lol. Still since then I made additions to make it a bit simpler.
The intention was to make a tense confined "bottle episode" rather than an open sandbox, so hopefully that was achieved.
Thanks for the feedback. I'll definitely be using it to make some post-jam changes.

Art: Boy, I really enjoy the art of this one. Maybe a personal preference, but I love a good bit of texture, drop shadow, outer glow ect. Its fun and zany without falling into the realm of "overly busy". The illustrations look very professional and set the tone wonderfully.
Writing: A classic Mothership set up. The theme park gone wrong. An idea I've seen done (and personally done it) plenty, but this still stands as a fresh take that absolutely inspires.
Game Design: I think it provides enough tools for Wardens to work with. One could grind out the leisure activities and ticket gathering into a longer session, or go off the rails and have a much quicker, more tense session, thinking outside of the box to escape. 
Theme: definitely checks the ancient myth box plenty well enough. I do enjoy the looser interpretations of the theme. 
Layout: Not much to say. Looks great, easy to read, everything is where it makes sense to be.
Utility: Very pick-up-n-play. Could also be shimmy'd into a campaign with ease. 
Favorability: I like the visuals and vibe of this submission a lot. I love the heavy satire, would be a great fit at my table. The only thing fighting against it is that there are a handful of other great "theme park gone wrong" mods out there. Honestly not the worst problem to have though.