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Headless-Press

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A member registered Jun 18, 2024 · View creator page →

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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! 😊

Thank you for the feedback! I'm glad you enjoyed giving it a look! Layout is definitely my weakest area I feel, at the very least I sort of rushed my layout here so your points are all very handy! 

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.

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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!

This is really fun! I could definitely see myself running this one! Here is my feedback:
+ Layout is clean, and the formatting works well!
+ concise descriptions of the events and situation.
+The timeline is clear and concise, and the formatting of the escalation is well done.
+ Leans into the theme well.
- helping hands section is a bit too small, manageable with zoom, but if it was physical it would be awkward to read.
- I feel like some NPC 'bad actors,' which are implied, should probably be defined. This would take some mental load off the Warden.
- The yellow in the 'map' draws the eye a bit too strongly, making the descriptions a bit hard to parse.

Hey, this was incredibly cool to go through! Here are my thoughts and feedback:
+ Great Vibe and layout!
+ Evocative and concise descriptions for most of the events and warden-facing content
+ very plug and play!
- The room descriptions are a bit wordy;  some trimming or reformatting could help wardens while running it.
- The encounter table is slightly hard to read
- unclear on the aim of the players beyond survival, it is no problem if the main horror cannot be stopped, but at the moment, it is a bit vague.

I love Doris, such an eco-terror icon! This is a really fun take on this style of survival horror! Here is my feedback:
+ Clean, readable layout
+ Great Pixel Art
+ fun, likeable NPCs and setting.
+ concise room descriptions
+ very easy to pick up and play!!
- a few typos and spelling errors, just needs another pass of editing, I think!
- A visual representation of the water-tubes doris uses on the map would be helpful. It took a few reads to figure out how she moves about.
-Text on the 'Act' page is a bit hard to follow,  some format or layout changes would help readability, the party's aims could probably be bolded or emphasised too.
- The planet itself has some interesting setting things, but it is a bit unclear as to what the inhabitants are and how the planet works.

Firstly, great name! (Not biased, I swear ;) )  This was a really fun one to read. Here is my feedback:
+ Very good and readable layout! Sections are distinct and easy to read.
+ Usage of trifold format feels strong
+ Icons for NPCs and colour-coding for maps are nice touches.
+ Warden notes are nice and helpful.
+The  timeline is useful and gives an idea of the pace well.
- Some of the colour choices feel a bit disparate, colour-coding works nicely, but I don't know if the simplicity of the maps necessitates it (this is probably just a preference thing on my end, though)
- I don't know how useful the wider-zoom map is, as most of the relevant information is repeated by the lettered locations on the earlier section.
- Timeline is a bit too granular/prescriptive.  I think including the key actors would be better, as it puts a lot of impetus on the Warden to spin a few plates at once.
- Would take a fair bit of prep to reduce mental load when running this, not necessarily a 'plug and play' adventure (not a bad thing btw, just a thought)

This is a very fun little trifold with some really good stuff inside. Here is my feedback:
+ Presentation is very thematic and diagetic,
+ formatting and layout are great,  it is really well put together!
+ Good variety of weapons, equipment and enemies on display!
-  I personally would struggle to immediately put this to use; the weapons and equipment certainly could be used right away, but I feel like to use the implied setting within here I would need to put a bit more work to make something I can run, this isn't a bad thing by the way, just an observation.
-

Really cool use of the theme, I love what you've done with this overall. Here is some constructive criticism:
+ Presentation overall is pretty great, I like the layout and how the random tables are presented.
+ The text that is here is very evocative, and I like how the variation in 'the lie' leans into different forms of horror.
+ The map is very cool!
- it feels a bit vague as to what happens within this trifold, the text is evocative, but there is minimal direction or clarification on how to run this.
- Unclear about how/when the pacing of the horror unfolds
- Feels like this needs a fair bit of prep-work to cover the gaps in what the trifold leaves unsaid.
- the map is very cool, but I feel like it could be shrunk and the space could be used to add more context to the module as a whole.

I really loved the theming with this one, I really enjoy how you play with a more literal interpretation, 'beneath the surface' and a more esoteric one with the dream! Here is my feedback:
+ Really evocative and interesting concept.
+ I like how you use the format itself and thought about how it would work as a physical object. I love the tracker on the side and the way the map is laid out.
- The layout itself feels a bit cramped. I think the text needs a bit more space to breathe between each paragraph.
- The flow of the document is a bit confusing; I was unclear as to where I should start reading it.
- Minor inconsistency with how the dream tide is referred to, submerged should be deep.

Always cool to see more of your work, this looks awesome!  Here is my feedback:

+ Really fun vibe across this whole trifold, NPCs are really fun and Gilroy must be protected.
+concise and evocative room descriptions.
- A bit unclear as to why the players would come here and what the aim is, I assume it is simply, 'survive' but it is a bit unclear.
-the contrast of colours inside the trifold is much harsher than those used on the exterior (which I prefer) I think using the exterior colour choices for the internal boxes would make it look more consistent and less hard on the eyes.
- I feel like the map should be a bit more central, the current layout feels a bit wall of text-y

This is a very fun nightmare in space-Butlins! Some great stuff, I've put my constructive criticism below!
+ Great idea, really grisly and fun!
+ Short, snappy and concise, but full of flavour.
- The standard font is a little tricky to read/low-contrast on the turquoise backgrounds. It is okay on bolded text, but maybe a weightier font or a darker text colour like that used for the logos and tagline would be kinder on the eyes.
- Some areas are shown on the map (mezzanine and the lifts) but don't have discrete entries, this makes a little confusing to parse, not a major thing but it did stick out to me.
- The font for the headers works great for the title, but for the room headings it is a little harder to read.

Great work! I really enjoyed reading this. I've put some constructive criticism below:
+ I really appreciate the readability; the font size is good, and the text itself is clear and legible.
+ I overall like the layout and presentation of the text; it works nicely for me.
+ The idea is awesome, the cover page immediately sells me on the weirdness of the concept, and the name itself is great!
- The ordering of the pages feels a bit strange if it were printed and folded as the format implies, don't be afraid to lean into the restrictions/nature of the medium a bit more.
- There are several spelling and/or grammar mistakes, and the way the players/party is referred to is a little inconsisten., I think it just needs another pass or two for editing.
- It is a bit unclear as to why the rover needs to be housed before leaving on the rocket.
- Timeline is a bit misleading, as the extraction times are included with the travel times on the site description, it took me a few reads to figure out why I was confused by it.
- I assume the radishes become the white wyrms, but the text itself doesn't say outright., I think a small sentence or clarification would be easy to add in.

Great work! I really enjoyed reading this. I've put some constructive criticism below:
+ I really appreciate the readability; the font size is good, and the text itself is clear and legible.
+ I overall like the layout and presentation of the text; it works nicely for me.
+ The idea is awesome, the cover page immediately sells me on the weirdness of the concept, and the name itself is great!
- The ordering of the pages feels a bit strange if it were printed and folded as the format implies, don't be afraid to lean into the restrictions/nature of the medium a bit more.
- There are several spelling and/or grammar mistakes, and the way the players/party is referred to is a little inconsisten., I think it just needs another pass or two for editing.
- It is a bit unclear as to why the rover needs to be housed before leaving on the rocket.
- Timeline is a bit misleading, as the extraction times are included with the travel times on the site description, it took me a few reads to figure out why I was confused by it.
- I assume the radishes become the white wyrms, but the text itself doesn't say outright., I think a small sentence or clarification would be easy to add in.

Ah my mistake! I'll sort it now!

Thanks for the feedback!

For me, I feel like I want players to be able to find crazy stuff because that's part of the fun, everyone loves to talk about the time they got a powerful item, but I also think that If you have an opportunity to get a character-defining item that is probably pretty nuts, you need to work for it! Overcoming a challenge far beyond you is core to the OSR for me :) 

Thanks for the feedback! There is a kind of silly story I'll share in a devlog about the colour choice, but I'm pretty keen on how it looks XD

Thanks! I wanted to provide a bit of context for why Ph'aarna is the way she is;  I have a slightly different metaphysics for magical/spiritual beings within the implied setting of the adventure that I will probably expand on in future releases. I didn't want to bog down the adventure and it is already pretty stuffed to the page limit, so I'm glad that got the general idea across!

Thanks for the feedback! The colour scheme spawned from a kind of funny occurrence while designing it that I decided to roll with, I'll probably explain that in a Devlog soon XD

Ah yeah, it is a little unclear, I'll add a bit more clarity in my next update!

A Great Adventure, a really fun concept with plenty of stuff jammed in considering the page limit!  The text is concise and readable, the images are in a nice style and communicate the information well and the colour choice pops without being distracting to read. Overall a great job, I feel like I could easily slot this one into any campaign!

Nice Work, i like the setting and it's a solid adventure so far! some of the text in the tables is a bit small compared to the regular text. Aside from that, I'm looking forward to seeing where the second half of this takes us!

Nice work, the text is readable layout nice and clean with some appealing style. Each location and NPC is flavourful and evocative. I Love the mythic slant this has, it really sells the setting and it's edge-of-the-unknown vibe. Great Work!

Awesome Adventure. Love the Shin Godzilla vibe of Xephion and the scenario itself is super evocative! The Layout is clean and tidy. The font-size is a little bit small in my opinion but conveys the information well and is fairly concise on the dungeon key, I feel like the list of monsters should probably come at the end, but that's a very minor thing, all in all, this one is very cool, Excellent work!

I thought that thing enough times it's ingrained in my psyche XD

Nice work! Nice and readable font-size. player-facing and keyed maps are both very useful. A fun and zany location with some nice factional conflict to exploit and some colourful characters. dungeon keys are fairly terse which is good, though I'd recommended separating treasure, room features and monsters into separate lines/sections so it is easier to parse at a glance, aside from that this looks like it will be a fun one to run! 

Excellent work, clean layout and very thematic, Fun location and interesting NPCs to interact with, information is presented well, Map and artwork are great and all the extra additions are neat too. perhaps it feels a little cramped, and could be more concise on the dungeon keys,  but overall, it is very well written! Belltower Gargoyle gives me Dark Souls 1 PTSD (mostly just the music).

Fun stuff! Adventure is well-written, readable and clearly laid out, the hex crawl is fun and the different NPCs and groups on the island add a lot of character. This would be a great addition to nautical campaigns!

Awesome stuff! the layout is vibrant but readable, adventure concept is unique and wacky but also manages to be easy to slot into most games! The writing is fun and gets across the humourous aspects of psychedelic experience pretty well! The  whole thing is  rad XD

Very fun! Good concept with readable font-size! I love the overgrowth mini-game and this would be very fun to run with minimal alterations in almost any game :) nice Work!

Very fun! Good concept with readable font-size! I love the overgrowth mini-game and this would be very fun to run with minimal alterations in almost any game :) nice Work!

Great work, You managed to get a good amount of content in a one-page dungeon! The map is clear enough while providing some good verticality and dynamism. Some Interesting rooms and encounters, this one will be very easy to drop into a game!