This is extremely rad, like a fusion of Solomonic Grimoires and a lost Cheech & Chong or Bill & Ted film.
The layout is great, prose extremely solid and gonzo beyond my expectations. Absurdly fun, but there is some real nous behind this, each encounter and location key is succinct but with enough juice for the GM to get running with it.
Excellent!
Headless-Press
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This one is such a fun location, there is a lot of character in this city there is a good level of intrigue and skullduggery to be had!
The presentation is overall really solid, The map itself is cool and well implemented, but the black lines for the paths and the dotted lines to each key blend in a bit/don't stand out enough for me.
You could get away with making the lines a bit wider or a different colour/border to stand out more perhaps to help make it easier to parse?
Only other issue I see is that he weathered page effect might be a bit too strong in the bottom left corner of page 2, as the text is a bit tricky to read.
Small presentation quibbles aside this is a great location that I'll definitely be using in a game!
This has a fun vibe to it, it definitely fits the pulp vibe of Appendix N. In print format this makes perfect sense. I feel like for reading purposes the grey text box should probably have been below the central cover, so someone reading it digitally would have an easier time parsing it. Once I got my head around this, it is definitely something I could easily drop into a game, but I think the writing needs a bit more of a polishing to make it truly gameable. Great work!
This has some real potential to make for a tense few sessions or one-shot! Tthe premise is engaging and the NPCs are detailed. The layout itself is simple but works, and you've left decent space between paragraphs, but I think there are a few things that make it a little tricky to parse, then pick up and play which could be resolved with some changes to the layout. It is currently hard to tell at a glance who is a cultist and who isn't. Having separate categories for both would be easier to understand, and using bolded text a bit more could make important information clearer.
The main issue is that the cult's aims are somewhat vague? There should really be a sentence about their mission statement, what their aim is, it is clear they killed some villagers, but otherwise it feels like they are just there.
There is something here that with just a bit more polish could be a really memorable adventure!
Great stuff, The concept is pulpy and high-enough stakes to offer some interesting complications narratively. The mapless crawling mechanic is really tightly written, a clever way to implement a mapless dungeon.
The layout itself is pretty clear, I think the room keys could have been slightly less verbose and that would have helped give you a bit more breathing room/space to make it feel less cramped, but overall I think this is really well done!
Art is as good as I'd expect from Chaoclypse (big fan of your art, it may have inspired me to learn to draw...), really evocative stuff, immaculate vibes. (Emerald Cabal giving me Metal Gear Rising memories...)
The layout is easily readable and clear, the factions descriptions are succinct and compelling enough to imply a really interesting and grimy S&S city, I could easily drop this into something like Black Sword Hack or something else with a level of weird grunge.
Great work that really feels like the basis for something special.
Wasn't expecting Salvage Union, but mechs are always a welcome surprise! Really like how you interpreted the title into a rich setting, with interesting setpieces and fun NPCs.
The layout is clean and accessible and the map is well thought-out. The only minor thing I'd prefer is if the Map was the first thing visible, so It is a bit clearer at a glance what is going on, but that is just my preference. This slaps harder than Bright Noa.
This was a fun read and grimly humourous, which fits! (Bonus points for pointing me to Fatherfog too) The setting is punchy, you could easily adapt it for other games, but it really fits the vibe; The writing is well executed and the layout is a real highlight, it is super professional looking.
There is a bit of weirdness with contrast between the text and the background, it is at times too harsh and others a bit hard to read, for example the nodes and paths on the map in black are a bit hard to read, I think slightly greyer text paired with the claret background of the last page would be a good balance for the main text.
Great work, I'm looking forward to running this!
Love me some tokens! This one is succint, but evocative: The setting is cool, and I can't help but think about the wider implications of the weather wizard guild and what sort of context they'd fit into! the frazyrmlings and frazimps are cute and I really like the focus on dialogue over combat. The layout and text is minimalist but clear, I think the text around the map is slightly squashed, but I think it is still reasonably clear and a not unreasonable compromise to accommodate having a decent sized grid for the map. Great work on this!
Yeah, this has the 'sauce'.
Really well implemented minimalist layout, I love how you used the black background for the keys and flavour text. It hits the pulpy Appendix N. itch, I could easily shift it into other systems, but feels right at home in Mythic Bastionland.
The black text for the room keys does feel slightly to small, or perhaps the line height is a bit too narrow? It makes it slightly hard to read, a slightly less weighty font for that text or a larger font size with a bit more spacing between each line would make it more legible (not sure if your chosen font has a 'light' version). Can't wait to run this!
Premise is tense and engaging, it fits well with the genre, which is carried through the presentation as well. The prose communicates what is going on clearly!
This one rates high on Gameability for, me it would be easy to slot in to any game!
I think the cover looks good, but the title and some of the internal text suffers from legibility due to some of the weathering page effects being a bit too extreme.. pushing the contrast up between the text and the background (or reducing the aged effect) would help with readability a lot.
I think you could probably have trimmed some of the NPC description slightly in order to give yourself some more space, but you've done well to keep your location keys concise. You could have perhaps gotten away with a smaller map and moved the location keys onto the same page, but overall it works well!
Great work!
I think the concept itself is fun and humorous, I'm not sure how well it fits with the Jam theme though, it feels less weird-fiction than it should. The layout, background and format make it hard to understand and parse at a glance.
There is definitely fun to be had here, but I'd find this tricky to run personally!
Really thematic, definitely gets me keen to play HMtW! I love the writing, doom and honour and the nettle knight, really leans into the Arthurian and chivalric romance vibe, I could easily slot this into Mythic Bastionland or Pendragon too. The presentation is fun as well, the tables and text is all clear and a good size,If slightly compressed (but understandable due to the Jam constraints).
Vertical spacing between paragraphs feels slightly tight, with key number 6 standing out weirdly (but it is also the easiest to parse for me, but I might not be the best judge ;) ) I think you could refine the keys to be less verbose and earn back some breathing room.
The numbers on the map would benefit from being a different colour to stand out from the black of the map itself.
Overall great though, I really like this one!
Great stuff, this will be really easy to read and drop into a game, the locations are evocative and fun, with some fun characters and creatures, could easily spend a while in this setting and is perfect for a mini-campaign or a nautical game!
Such clean layout and presentation, it looks really polished, it inspires me to think about layout and scope a lot more!
Really fun, the concept is creepy in the way the fair folk often are. The presentation is solid, the cover background image resolution feels a little too blurry or distracting, a flat grey may work nicer imo for accessibility. My only real complaint is that the last paragraph about the 'win' condition should probably be close to the top, and bolded or otherwise highlighted. Great work though!
This is so fun, I absolutely love the concept. A gaggle of obsequious redshirts in a monty-python/discworld-esque predicament.
Simple to read, clear layout, opening paragraph gets the vibe across immediately, and you've managed to efficiently get it all on 4 A5 pages with space to breathe, something I struggle with! XD
This is so fun, I absolutely love the concept. A gaggle of obsequious redshirts in a monty-python/discworld-esque predicament.
Simple to read, clear layout, opening paragraph gets the vibe across immediately, and you've managed to efficiently get it all on 4 A5 pages with space to breathe, something I struggle with! XD
As the others have said, the prose is well-done and leans into the pulp themes well (pulp prose is rarely as fluid!). Yhe layout that is present is functional and well spaced, but could use some more highlighting and boxes/text frames to help separate relevant information for readability.
Presumably some of the room/dice options were cut due to time/space constraints, but the outer ring and inner ring keys are numbered weirdly: (d20 for the outer ring, but only 12 entries, d10 for the inner ring but 12 entries shown).
Some stock images would help give breathing space too!
I'm looking forward to seeing what the full version looks like!
Thanks for the feedback, constructive criticism always helps!
The layout and ordering was something was largely an experiment: In the original manuscript and draft versions the relics were on the same page as the downpour rules, but I shifted it around in favour of having the city key line up with the downpour effects as an abstract depiction of the flooding, I was conscious of the space, but didn't want to lose some of the flavour present on page 1...Perhaps I can shuffle some stuff up on that second page... I'm definitely tempted to expand this a bit (encounter tables, etc), or at the very least loosen the proverbial belt and give things a bit more space once the Jam ends.
Great work on this, the visuals are very cohesive! Here is my feedback:
+ The layout is clean, and the writing evocative
+ Progression of the horror is well-earned and well-explained for the warden.
+Iconss are useful shorthand,
- Mini-map on the back feels a bit redundant
- I don't think the redactions add anything in this instance, as the info isn't player-facing.
- Locations and monster keys are a bit too verbose; some more editing and trimming would help ease of use.
- Icons could be a bit more distinct, the triangle makes sense, but at this scale it adds to the similarity
Love the implacable consumption machine! This is a really easy-to-read one, I could definitely see myself running this! Here is my feedback:
+ Layout is really great overall, clear and distinct flow.
+ writing is concise, well-edited clear
- This might be a bit too linear, a lot of the branching paths feel a bit redundant/without purpose,
- Saves and damages could be bolded to provide more emphasis/ make them stand out.
- Kronos itself definitely doesn't need stats.
- The monster statblocks feel like they should be on the back side of the outer sheet, or the page with the locations.
Got to love a crab adventure! Seriously, though, there is some good stuff in here! Here is my feedback
+ CRAB PEOPLE - Carcinisation is a really fun mechanic to include!
+ well-written and evocative descriptions
+ NPCs are characterful and detailed.
+ Objectives and win-conditions are well-defined.
+ Layout is simple, but very readable.
- Location keys could use some polish, there is a bit too much fluff to parse key info at a glance,
- The infection mechanic is fun, but I feel like it could be a danger clock rather than a tracked number; it is a bit more manageable for the warden that way.
- Monster descriptions are a bit too verbose; key information could be a little clearer here.
Thanks, that was exactly The sort of thing I wanted to evoke! NPCs and their movements is something that I struggled to handle in a way that kept it dynamic, I feel like the table method was an acceptable solution: the intention being that as time progresses, there is more paranoia about the nature of the people they meet as they move about, but more direct horrors in the table would also be a good inclusion too!
I'm glad you enjoyed giving it a look I hope you enjoy running it if you get a chance! 😊
I love the artwork here, it really gets a handmade zine vibe! Here is my feedback:
+ Initial D/Ghost Rider in space? Awesome.
+ The text is clear and readable
+ La Laguna seems like an interesting location
+ Mounting pressure and tension are really interesting factors to this
+ The Racing Devil (or...speed demon?) is a great monster and I like how it is used!
- Information given is clear, but the formatting makes it a bit tricky to parse at times; things could be a bit more concise.
- The map system for the race feels a bit clunky. I feel like some refinement for the race mechanics would go a long way.
-The theme feels a bit light overall
- At times feels a bit too railroady
I love me some ancient alien structures and temple guardians, so this feels right up my alley! hHereis my feedback:
+ Lost Caretaker is my jam, its dynamism really stands out as the central horror.
+ Time mechanic is a unique feature that adds some good mechnical impact for failure
+ Strong theme and some really enticing rewards!
- The ordering of the outside sheet could be changed a bit, as a physical product, it would be a bit confusing to read.
- Time mechanics are implemented well as mentioned, but might be a bit hit or miss depending on the group.
- Colour choices for backgrounds feel a bit disparate.
- Spiral descent consequences feel a bit too vague.
- The map is cool, but the usage of cylinders causes it to look a bit overwhelming and slightly harder to parse.
- I assume mining occurs at the ? Locations, otherwise, I am a bit confused, as these aren't explained.
I really enjoy this prep tool that doubles as a solo game. I can see some fun adventures spawning from this! Here is my feedback:
+ You died of Space Dyssentery...
+ Great layout and consistent colour usage.
+ easy to understand and use!
+ nice and readable.
+ I can tell there is consideration for trifolds as a physical object. I really like how the character sheet is included and incorporated.
+ I really like the mechanical implementation of generating the ship. It is a fun in-prep minigame!
- Example feels a bit verbose/squashed, it could probably do with being edited/ given some breathing room format-wise.
- Some more entries on the horror aboard table (perhaps as a D10 instead?) would be nice, just for some more variety/to improve the longevity
- The icon and image credits would work better with the other legalese on the front cover. It stands out a little when it is underneath icons, as it is currently/overlaid on the image.
This is an extremely cool concept, always good to see a randomised depth-crawl! Here is my feedback:
+ Great use of colour to emphasise the layout
+ Depth-crawl procedure is great
+ Synth-Croc! Evocative descriptions and monsters
- Some of the descriptions feel a bit verbose (depth 0 and locations); some editing or reformatting would make these easier to parse the key information.
-The cover page is a bit hard to read, especially with bubbles
- Minor typos and some inconsistent bolding for emphasis.
- Living coolant is cool but confusing, unclear how it occurred/ what it wants, is all Jump Drive coolant like this? How did it happen?
- The arrangement of pages feels a bit weird if it were a physical object
I really like the vibe of this, there are some fun things in here! Though in my opinion, the MNES should really be an alternate Virtual Boy XD, here is my feedback!
+ Clear and readable layout
+ Lookback adjacent information being colour coded in location keys is a great shorthand.
+ I love the random table and that it has a mechanical impact
- Location keys are a bit dense, they could do with a bit of simplification and editing to make them easier to parse at a glance.`
- A bit unclear if the players can refuse Lookback, I assume they can, but the text implies they are just administered it.
- No guidance on creating the PC's original personas, even though it is important to the module, even a mention of doing this beforehand would be helpful to wardens.
- No good reason to take Lookback, it would be cool if it provided a mechanical benefit (stress relief, or advantage on a check/save perhaps?) or there was a mystery/clue/puzzle that required its use.
I really like the Erymanthian Boar Ooze, such a cool monster! Here is my feedback
+ Clear and readable layout, things delineated and sectioned clearly!
+ Great guidance on how to run the monster and how it works in a warden-focused, gameable way.
- Adding some concrete mechanical bonuses to the cargo transport suit would be nice; there are a few ways it can be interpreted currently.
- Cryosleepers probably don't need to be mentioned as NPCs directly since they aren't characters per se.
- Location descriptions are a bit verbose; some trimming and editing will make them easier to parse.
- The map is slightly hard to read with the transparent effects; a simpler rendering of the map would make things a bit clearer.
Really like this one and the multiple ticking time-bombs it presents! Here is my feedback:
+ Concise and thematic descriptions
+ Nice variety in the monsters used!
+ Clear layout and format
+ NPCs/ rival factions are fun and evocative.
- minor typos and spelling mistakes (location 4 title, for example)
- hard to picture the layout of the region, even a node map would help a lot.
- Bolded text and titles are slightly too garish in the colour version.
- The ticking clocks are great, but the rate of progression of each is a bit vague; it is hard to know how much time these things take, and it is easy to overdefine, but I think these are slightly too vague time-wise.
Yes! Glad to see you share my thoughts on Camilla probably having Dupli-Skin XD. I'm not sure, a Skin trilogy/Duology would be very fun ;)
Thanks for the feedback, it is all very helpful! The layout-adjacent issues are definitely the thing I was most unsure of, it is the element I am least confident in overall and I think that suffered a bit due to my rushed entry: The dark-box inner margin is something I have been meaning to sort out but didn't get around to this time, it is definitely on the list to amend post-jam.
The number of NPCs is a tricky one; having more staff makes the paranoia around the Dupli-Skin Walkers more potent, and I thought a more dynamic roster would work better than listing each in a specific location, but I can see the number of them being an issue.
I really like your suggestion for timeline advancement, I think I'll have to test it out when I run this one next!



