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A jam submission

CAN YOU TAKE ME HIGHER?View game page

A one-shot trek to oasis for Fatherfog
Submitted by EveVsEvil — 5 days, 12 hours before the deadline
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CAN YOU TAKE ME HIGHER?'s itch.io page

Results

CriteriaRankScore*Raw Score
THEME — How well is the jam theme used?#44.1544.154
FAVORABILITY — how much do you personally like the submission?#83.1543.154
Overall#83.3523.352
WRITING — How does this read? does it emanate with horror, humor, drama...?#93.3083.308
GAME DESIGN — How good is the game balance or concepts there in?#93.3853.385
UTILITY — Is the module easy to follow? Is the prep reasonable for the payoff?#103.1543.154
ART — How good is the art/graphic design?#103.2313.231
LAYOUT — How well does the module get across information?#123.0773.077

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

::Dusting off my Human Clay CD as I write this review:: Love the idea, love the tone and the influences, the art is nice and the layout is pretty clean and friendly, overall very strong! I have a few notes:

  • "The trek so far" - do I understand correctly that these are things that have already happened, and that this adventure starts in media res? That's an interesting idea if so but I do think it might be smoother for my table if we just made this a random encounter table as we progress. If I'm wrong then this could probably be communicated more clearly.
  • Locations - are these meant to be rolled? Is the procedure just that when you ascend you roll up the next location? Also,  I would probably write them in the trifold in number order so GMs don't have to scan around but that's a minor quibble.

    Really cool overall, good job!
Developer(+1)

Gracias! ... I've been on such a Human Clay tip lately haha. Thank you. Yes the trek so far is exactly that I wanted to try to show that the trek has had some impact on you so far. I intend this as a straight up one shot so i thought it could be fun. And i really like above the table convo at the beginning and end of sessions. Thanks for the feedback on that though I do feel the description needs some tweaking. I tried to do what I could with the single sentence of space i had. 

The locations go in number order as you ascend the mountain. I tried to be a little cute with how i laid them out so that it kind of looks like they are moving up hill but it didn't really work out. When you travel if you don't roll to see which one comes up next, because they go in order, but if you fail the navigation skill check (see fog's grasp) then you refer to the Bit and you end up in that location. 

thanks for the kind words and feedback. Hope to clear it up a Bit after i run it. 

Submitted

Ah okay thanks that all sounds great! So if a location has two numbers does it take two travel actions to get past it?

It's really good, I just think that those couple of little clarifications would make this so much easier to pick up and run. It's always hard in these short formats.

Developer(+1)

I can see how it might be confusing. No there is just one travel check between each location. If you succeed you go to the next location. So after location 0–1 you go to location 2–3 and so on. If you fail your travel check, you would go to whichever location matches the bit from your failed roll. The fog takes you to a random location. 

I gotta see how I can find tune the language. Thank you!

Submitted

ah that makes sense, thanks, yea I see how it's hard to juggle the rolling aspect with the ordered part.

Submitted

The idea of essentially a mysterious and uncertain path through the Fog/mountain is really promising and the escalation is really good!

Personally, I feel like there's a reasonable amount of mechanical work for the Guide to run this, and the outcome of what the module presents could be quite varied depending on some of those choices. I personally would have liked to see a bit more mechanical guidance which could take the place of some of the more story narrative elements.  For example, how Yara makes a "decision" on location could replace the narrative quote.

Regardless, it leans into the more narrative style, which I'm growing to like more, and I suspect will create a really fun and slightly unique experience! Well done.


Developer

thank you thank you.  I can see how the Yara decision and where el Diablo might show up could be more mechanized. 

Submitted(+1)

I like how this story draws on the Fog's ability to whisk people away to other places! I like the diagonal split on the second page (obviously, because I also used it :D)

  • 6-7: "stable soy" -> "stable boy"; 4-5: "hide and peak" -> "hide and peek";  
  • The Hunter Kit has no stats, or even a description/brooch/cloak? 
  • Yara guides you to "safety, danger... or a random place" - so anywhere at all?
  • It's possible for the party to start, fail the first roll to cross the fog, then never learn what the trick to escaping the loop is, which is fair in a horror game, but is that intentional?
  • I like the void and the question at the end, but I kinda want a little more "Ever After".
Developer

Thank you for the typos! 
I know I love that haha when I saw yours I was like wow we had the same idea with the black rising section. 

You know with the hunter I felt like it’s not so hard to just assign brooch/cloak on your own. But I do love when it’s included, so perhaps I can cram it in.

For Yara, I’m just trying to provide some shorthand for the guide to choose what to do with her. Some options of how she can mess with them. Roll for it or just choose what serves the story. But could tweak how I deliver that.

Good point about the party never figuring out what to do. I want them to figure it out.  I think by asking other NPCs or El Diablo himself the Guide can decide how much more info to give them. 

The void question. Yeah. I left it real vague. Kind of intentional. I wanted it to feel unanswered in the end and have it be a conversation to end the session. 

Submitted(+1)

What if Hunter Kit is trying to reach the bush and kinda gives the group a heads up it exists, so at least they can be on the lookout for it?

Developer

That’s cool. When I run it I’m going to keep this in mind. 

Submitted

The B&W looks great! Love seeing how Step 2 turned out, and great job all around in polishing this one.

Developer

thank you. All the feedback helped me smooth it out. 

Submitted(+1)

I think this is one of my favorites of the jam. Really evocative and feels ready to pick up and play.

Developer(+1)

Woo! Thanks pal. 

Submitted

Thoughtfully designed down to the concern for one-shot applicability with the starting Hope and loss - a great little detail for the Guide there on the cover page. 

The gradient design is super slick and readable, great contrast with the rest of the art!

Developer(+1)

Gracias! I appreciate you rating it.