This looks amazing!
Idyll Games
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I just spent some time playing, and I really enjoyed it! The graphics and sound design are beautiful and clear. Unfortunately I'm hopelessly stuck at lvl 07, so either I'm missing something obvious or there's a pretty sharp difficulty spike there. Any hints would be welcome :)
I have some minor feedback regarding clarity. For the first few levels, I didn't realise that the black things were things that needed to be burnt (despite lvl 2 saying "burn all plugs"). I assumed that I just needed to cause a combustion in every room. I only realised my mistake in lvl 3. I think it could be more explicitly stated, and perhaps accompanied with a more salient animation of the plugs burning.
Thank you so much! Yeah, no shade, I know fitting and adventure on such a small form factor is no small feat, so major props for having designed this one. It really inspired me, which is why I wanted to make sure to get it right.
And sorry for the rigging gun blunder, I didn't realise that it was a weapon from the PSG, my bad!
Just got this and it looks very cool! Planning to run it soon. Just a couple of questions:
- What is the keycard for? Which doors are unlocked and which ones require a keycard? As far as I can tell the only place where there's supposed to be a keycard reader is "Engineer", but the text says "the keycard readers is gone". Does that mean the door to Engineer is meant to be unlocked? If so what prevents players from reaching the DJ and getting out without ever encountering a Radiohead, given that there are none in the path between the dock and the DJ?
- Does the airlock to the Antenna require a keycard?
- The Radioheads on the Antenna Platform have as a weapon a "Rigging Gun (1d10 DMG, 2d10 if removed)". What does this mean? Do they do more damage without a weapon? using what?
- The description of Storage says "records indicate 20 android technicians". What records? Are there records in Storage containing a manifesto of the station's crew? Or is this meant to indicate something the players would know?
- The text says that Radioheads "immediately react to [the broadcast] being interrupted". How do they react? Are they aggressive to humans before that happens? Do they try to subdue humans from the start or only after they interfere with the broadcast?
- How do Radioheads try to subdue the players? They all have weapons, but they also have their ability to bind players with wire. Do they prioritise binding them at first, and only use their weapons if they break out? Or do they alternate attacking and trying to bind them?
Thanks!
I'm working on a gothic space fantasy game where the PCs are Seekers, dead heroes whose souls have failed to leave their bodies. They are in constant decay, withering as they slowly lose grasp on their souls. To stave that decay, they must seek powerful beings that rule forgotten corners of the star cluster and consume their souls ("Heroes" was meant narratively, not ethically. Prolly not good people). Mechanically, it seems like it'll be quite similar to VH, but with a focus on the decay mechanic: PCs can almost always succeed if they are willing to take on some more decay. Will they get to their objective before they run out? If you think you're doomed, may as well go out with a bang, sacrifice yourself for the sake of your companions. It'll probably be just a draft by the end of the jam, but hopefully it's interesting.
Thank you so much! I'm glad you enjoyed it. I want to point out that the art style is heavily inspired by Into the Odd, so big shoutout to Johan Nohr (Johan Nohr - itch.io) for that




