Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

yeolderevivalist

15
Posts
12
Followers
A member registered Aug 04, 2025 · View creator page →

Creator of

Recent community posts

Tough to give actual feedback on this, but I hope this is an encouragement to keep working! I find I have to share stuff with the world, even if it isn't done, just to keep me going. I did download firetaker, and it looks awesome! I was surprised to see how well the panic engine worked with ancient greek vibes. Keep it up!!

Wow. A lot of great concepts, with a fair bit of work to fully realize them. As others have said, it seems you need to finish some of the art. The concept of the interior spread is great though; I love seeing the whole pyramid under the ground. As others have mentioned, I think you could easily tone down the railroad-y aspects (instead of, "When the players arrive here, x happens" make it "if the players arrive here and do y, then x happens"), add some blocks behind the text to help it stand out, and maybe organize the whole thing a bit more, and this could be a great exploration module.

Great design, clear writing, and phenomenal art. Cool concept too, but I was left with a few questions. I assume the ship skipped through time - essentially missing 137 years - but I couldn't find whether that was explicitly stated. For me, the sun gremlin's playful drawings and nature sort of goes against the themes I expect with MoSH; it's not wrong to add the Gremlins into an Aliens movie, but it does change the vibe. I also couldn't see where the escape pod was, or an explanation for why the captain didn't go along on it, and I feel like players need that information to be able to make the choice of whether they save the ship or the escape pod. Overall, just a few tweaks and I think you'll have something really special!!

Super cool! I LOVE the focus on in person play, the art and the design. Personally, I would prefer to less reliance on random encounters in each room with a few of the key things (especially the gadgets) placed in specific locations. The key thing for me in a game is choice - if something is random, players can't really choose to pursue it as effectively. I'd rather it be definite but come with a potential cost (maybe the former crew are all crowded around the gadgets and present an obstacle?). I think with a few tweaks this would be super simple and straightforward to bring to the table!!

Thanks so much for the feedback!!

Thanks so much for the feedback!! I very much want to tweak a few things after the jam is over, and the feedback is a great motivation. A big piece of that is tightening up how to interact with the council; thanks!!

Thanks so much! I have gone through and changed everything to percentage as is standard, as well as standardized the brackets around location numbers. I'm also cutting the "get bellerephon to promise x" stuff in favor of other interesting encounters - currently one involves getting high and letting Harriet wander around in your traumatic memories lol. Thanks so much for the feedback; it's a big encouragment for a new creator!!

Correct it is hangars!! Thanks so much!!

Great note on a. a blackletter font and b. the headers. Already made that change, and plan on releasing a version of it post-jam!! Thanks so much for helping me learn; this is my first time publishing anything and its an encouragement.

Appreciate the feedback!! Circle background was a game changer; the post-jam layout will be including that note for sure. Also appreciate the heading feedback. Thanks!!

Thanks so much for the encouragement!! I also knew I needed to refine the mechanics, but frankly just didn't have time to get it done lol I also knew it was pretty different from a lot of MoSH modules, and honestly this week have been afraid those differences turned people off from it. Hearing that people enjoyed it means the world!!

It's also one part of a campaign I'm in the midst of running with 4-5 adventure sites in the same system, and honestly your comment has inspired me to consider expanding this into a zine, then writing up the other three parts of the campaign as their own zines, and capping it off with something bigger about the Light Father's eventual return. 

We shall see!!

Thanks so much for the feedback!!

Same to you!!

  1. I'm Jay Lakes, but I go by the Revivalist.
  2. This is my first time publishing anything on the Internet ever!!
  3. I tried to take an interesting spin on the theme of Growth, making a game about mushroom hive minds taking over a civilization while riffing on some of my favorite game mechanics.
  4. Honestly, this is more about putting myself out there, and just meeting the requirements of the jam and then getting up the courage to actually put my ideas out there felt right!

Great minds think alike...

https://therevivalist.itch.io/shr00m