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Terra4orm

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A member registered Jun 06, 2021 · View creator page →

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Lots of cool stuff packed into an awesome package. This is probably my favorite submission visually - your art, layout, design, and map are all spot on. 

Lots of juicy details between the organisms table and the multiple clocks - this feels like it would be a blast to explore as a player. I feel like the landmarks would benefit from a small node map or even an in-world screen or blueprint keyed to show where everything is in relation to each other. I like your layout overall, but I personally found the color combos and the stroke border around header text lead to readability issues. Overall a very interesting scenario that I think would be a blast as a player, but that could be easier to parse as a GM. 

This has a lot of thematic ideas and I especially love your map. The overall layout is simple but makes it easy to read. That said, the text layout with the indentations isn't bad, but there is probably a better way to use the space available while still allowing for visual hierarchy. Try bullet points or callout boxes like you used for the encounter table. I also like the visual design, but it doesn't do much to sell the vibes: it's just "ocean" themed instead of "scary shipwreck in the ocean" themed. I appreciate the page references to the PSG. Overall a fun read and something I could see myself running.

Thank you so much for the detailed response, but also your comments on other modules. I am finally getting to my ratings and after reading a module and formulating an opinion, I will read the other comments and find yours very insightful and covering most of what I wanted to say and better than I could phrase it. For example, I found your comment about the dial from 9 to 7 very helpful. I am preparing to rebuild the document with some design changes and some visual edits to address the contrast issues, and as I looked back on my work there was something I didn't quite like about the execution of it, but you summed it up perfectly. While I love the free icons I used from gameicons.net, I would like to ideally replace them with custom ones, and scrap some others in favor of a small illustration or technical diagram for things like the boat or the sub. 
I also appreciate the notes on the bends - I knew it wasn't enough of a threat but I couldn't figure out how to implement it the way I wanted. The intention was to have it interact with the depth layers and time mechanics, i.e. until you repair the decompression chamber you would have to come up slowly (meaning you are stuck underwater with the threats looming or risk the bends), and even after you repair it you have to take some time in the chamber (more forced downtime in an enclosed space adding to the time pressure, perfect scenario for someone to fail a save and wig out). Your notes gave me a lot of ideas on how to beef up that mechanic and make it more central to the design and pacing of the scenario.

The layout, design, and font-selection are all on point. This is one of the best I have seen in terms of Usability - mostly concrete details for the GM to run the scenario at a glance but with just enough flavor in things like the AI broadcasts to give it character. I agree with other comments that the machine itself doesn't really need it's own stats, just more environmental effects or ways for the players to speak to the AI or interact with it indirectly at first. High marks for Polish and Usability, plus I learned a lot and was inspired by your design. Great job!

This is a very thematic and eye-catching module with a lot of interesting ideas. I love the maps and the design and layout of all your art assets. As others have said, I think the text could benefit from some re-arranging for clarity - the content is great, it could just be easier to wrap your brain around. I like the inclusion of the TOMBS details; however, they take up a lot of space - you could communicate all that and more in a paragraph or two that incorporates that information narratively or on a timeline. In other words: show, don't tell. Let the reader gather that info as they piece together the scenario from reading your room descriptions and callouts. Overall a well-polished and tense module. Great work!  

While not the flashiest design wise, I gave full marks for Polish due to the sheer quality and clarity of the content. The writing is clever and thematic, and a user-friendly layout combined with the depth of the mechanics provided makes me confident I could run this after a single read-through. I love the quotes for the NPCs, an example of how much detail and flavor you packed in. I also really like the mechanics to reverse the curse and calling out specific skills. Great work on a clean and streamlined adventure that I can't wait to run! 

As a side note, I also went with an aquatic theme that features infection and transformation, and I love your take on it. I might mash our two modules together the next chance I have to run Mothership.