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lostlunarian

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A member registered Dec 19, 2025

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I played the alpha demo and was very pleasantly surprised. This has a ton of potential and is a lot more polished than I was expecting.

Here's some feedback in no particular order:

  • I couldn't figure out any proper counterplay to the armored hobgoblins, I ended up mainly baiting their jumping slash and hit-and-running. Likely a skill issue on my part, but it felt like I was cheesing them.
  • Level and fight design are really solid. All the right fundamentals are in place: great pace, new elements thrown in constantly, rewards for paying attention, etc. It really shows you know what you're doing.
  • Loved the sneaky hidden door, very well hinted at. Excellent zombie ambush as well.
  • As it seems to be a common topic: I found the difficulty to be perfectly fine for a short intense challenge (or a hard mode), but it might be escalating a bit too fast for an introduction in a larger game. I only died a couple times but I had to used nearly every item.

Lastly, and this is very subjective, I think the weakest aspect is the art direction (primarily the visuals). It's competent and achieves a fairly convincing N64 look, but feels quite bland to me. Dungeon section aside, it didn't build any particularly strong feelings or sense of immersion.

I understand it's a very early build, but at the moment the appeal is mainly just the systems and the challenges. The game would be a much stronger experience if it was also doing something thematically deeper on the whole. That said, I also think it's better to be minimalist and tasteful than the opposite, so take it or leave it.

Hope some of this is helpful, I'll be on the lookout for more updates!

For a fangame this is excellent and deserves mad credit. That said, and since others have already showered praise on the good aspects, I'll be very blunt with my impressions: for the standards of the SNES era this isn't a very good rpg. It does not come close to Lufia II.

I found it to be poorly balanced, full of tedious mechanics, and often cringeworthy. There's a ton of issues both minor and major, and way too much focus on shallow minigames. It would have been a much better game if the basics were stronger.

However, as a fan of the saga, it won me over in the end. It gave me closure I didn't know I needed, and many scenes have genuinely great writing.

It is self-evidently a labor of love, and that passion and effort shines through all the jank. Anyone nostalgic for the Lufia saga should play it.

Notes: I played version 1.65(fixed), full completion over 40+ hours

Ran this one for a small group, all fairly new to Mothership (myself included). The premise, themes and location are all very solid, peak cosmic horror, my players loved it.

That said, advice for newer Wardens like me: it takes a fair bit of prep (and filling in the blanks) to get it ready for actual play, specially for use in an ongoing campaign. That is probably true of any 2-page module, but still worth keeping in mind.

Fantastic value for money though, I'd say it's a classic.

I recently ran a lightly-edited version of this module for a small group (3 players, still quite new to Mothership).

It required a bit of clever prep to slot properly into our ongoing campaign, but the tension between the various forces and threats ended up being very engaging. The premise comes together really well.

From experience, some advice for Wardens looking to run it:

  • If not a oneshot, it's best if the players already have history with some of the factions. Mine had beef with both Blackshield and Healthtek.
  • The hybrids are absolutely brutal if played as written. Consider holding back a bit, at least initially. Otherwise they are likely to drop or fatally wound a PC every round.
  • Same with the infection damage. Consider having it "tick" every 10 minutes, instead of every round, as extra incentive to find Gennero.
  • As the situation deteriorates, consider rolling for Healthtek encounters anywhere on the station.

Overall: very solid, can 100% recommend.

Had a ton of fun with this one. It's incredibly clever and well laid out. After a quick read, I probably could have run it straight out of the book, though I did do some prep to make it smoother.

It took my group (me and 3 players, all new to Mothership) a very leisurely 2 and a half sessions to finish, about 8–9 hours total (they saved the ship). I ran it as advised, starting a day before the incident and using the full timeline.

It's an excellent module, especially for introducing people to the system. I intentionally went a bit easy on my players (they were already sweating), but for larger/more experienced groups I recommend shortening the timeline and making the rest of the ship's crew an active problem if not handled well, potentially violent.