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A jam submission

The Ghost InsideView project page

An introspective maze-crawl for 1 to 4 players Descended From the Queen
Submitted by Avri — 11 days, 7 minutes before the deadline
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The Ghost Inside's itch.io page

Results

CriteriaRankScore*Raw Score
Your overall opinion of the game#54.1674.167
Mood (how evocative of mood/emotion/vibes is this game?)#54.1674.167
Fun (how fun is this game?)#103.1673.167
Humor (is this game funny?)#111.6671.667
Theme (how well does it fit the theme?)#113.5003.500
Innovation (how innovative/unique is this game?)#122.8332.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This is so beautifully written in its own slightly melancholy way , and really well put together as well :) You should be proud :)

Developer

*blush*  Thank you.  I think I might be . . .

HostSubmitted(+1)

I’m not familiar with For the Queen, so I’m not sure how much of this game is a hack of that game, or uses its SRD, etc. However, I really like what you have here. The idea of being alone (or with others) in a maze with no memory or even knowledge of time, where you are, etc. is really intriguing. It also lends itself to a mood of its own: certainly curious, but it can be as frightening or exploratory as you want. I can even see different players trying to pull it in different ways, like the colorful door depicting a beautiful garden, but then the music one hears being something out of a horror movie. I could even see some little “hidden mechanic” where each player is getting glimpses of life prior to the maze as they explore. Maybe each time someone describes something, all players roll a d20 and if anyone gets a 20, this answer sparks something in their memory somehow. 

I also really love how even the game-end prompt has you ALL explain why you can’t leave, even though this exit has been your goal for the entire game. It’s very metaphorical of life: we’re in this slog, day after day, often not even remembering why we’re doing it or who we are in a given moment as we act for other people and put on hats at our jobs, schools, etc. that come with personas.

Honestly, I’m really struggling to come up with anything to critique here lol, it’s incredibly solid, and I love how the prompts are equally good at guiding players while leaving ALL the room for interpretation in any specific setting. And the X-Card use is great; I often have players remove the Jokers in my games, and never even considered using one as an X-Card!

PS: If you remove the images, take out the page breaks, and change the fonts to one they include in the jam, you could easily enter this into Minimalist TTRPG Jam 4 too!

- ✨Beth

Developer(+1)

Thank you.  The DFtQ framework is certainly doing the heavy behind-the-scenes lifting here, leaving the mood and theme and prompts to me as the designer.  The only real mechanical innovation here is the customization of the suits for player count.

HostSubmitted

Oh nice! I love the addition of accompanying different player counts, that's an awesome touch.

That's one of the things I love about SRDs/hacks so much: they're amazing plug-and-play tools for mechanics, and honestly I think the setting/moods/writing/prompts/vibes are the most important part of a game anyway. Give me a Tetris game that has a story and I'd play it any day lol, and you made this system work so seamlessly that I never would've even known it wasn't your own. So often, people (myself included lol) will bend a system so much that it's obvious there are some things included solely because they're supposed to be...

- ✨Beth

Developer(+1)

I've played *a lot* of games Descended From the Queen - it's absolutely my go-to system to play these day.  They don't all work well, but the ones that do I find myself coming back to again and again - For the Queen (of course), Final Lap, End of the Line, my own Descending the Stairs. 

Currently playing in a PbF session at RPGGeek of The Wizard's Tower, where all of the players are apprentices in an ever-shifting tower after the wizard disappears . . .

Hoping to run a session of This Thing We Started in the next RPGGeek New Player initiative - it's the game that introduced me to DFtQ, about a group of scientists tracking down their creation, and I've never played it.

HostSubmitted

Oh wow, that sounds like an awesome game. I've played numerous roguelikes where you're the hero and the dungeon/tower/etc. changes each time you enter (like Rogue Legacy), but never one where you're one of the people in the ever-shifting place!

What's RPGGeek? Is that like BoardGameGeek but for RPGs? And do you play across, like, messages or chat or something?

- ✨Beth

Developer(+1)

BoardGameGeek has a pair of linked sister sites - RPGGeek and VideoGameGeek - which are far less heavily trafficked, but can be accessed using the same account.  RPGG has a healthy PbF community taking place in the built-in forums.  I discovered them several years back during their annual New Player Initiative (usually each February or March) and now I GM a table or two for the NPI each year!  

HostSubmitted(+1)

That's so cool! BGG was a huge part of us getting into the tabletop game world. 

It's really epic that TTRPGs are in this space where, since you don't have to be together in person and there's rarely a physical element to it that people share (like a board or whatever), they can be played remotely so easily. And it's really epic that you GM, too!

- ✨Beth

HostSubmitted(+1)

I especially enjoyed the initial setting/storybuilding you started out with. You did a great job with few words really laying out the scenario. It painted a thorough picture while also giving just enough to spark the players imagination. 

I appreciate the options for different play counts and how the deck changes depending on the number of players. I like that the drama kind of amps up through the prompts with each suit added. This is nicely written and feels well balanced to account for different player counts.

~Angel

Developer

Thank you.  I was a little concerned that I'd skimped on the premise.  You've reminded me to trust my players . . .

Submitted(+1)

I took a moment to remember a long-distance ex of mine and then recognized that, yes, I consented to suffering my own ghosts when no one asked that of me. I don't think I can get through the rest of the game tonight, but I don't regret thinking about the weight I forgot about. 

Developer(+1)

Thank you for sharing this.  Perhaps my favorite thing about the Descended From the Queen engine is that it is almost explicitly set up to take players places the designers did not envision.

Submitted(+1)

I like the mechanics, but I was a little disappointed about... something, but I'm not sure why. The game gives me very strong vibes of "it is futile to even try to escape the maze", which are not to my taste at all. I think I am simply Not the right player for this game, and that's fine! I do appreciate that you created this atmosphere of hopelessness and exhaustion and that it kept throughout.

Developer(+1)

Thank you!  I agree, I'm not sure how much *fun* the game is to play (unless your idea of fun is to lean into hopelessness and inevitability . . .)

Submitted(+1)

xD Right? I had to stop play-testing it a little early because I felt so sad! Which I guess is a big compliment if that's what you were going for!

Developer(+1)

I am also aware that my previous Descended From the Queen game was playtested and edited for months, honing the shape of the potential stories through the specific questions.  That obviously wasn't done in 72 hours, so this game likely not as focused as I'd like it to be.

Something for me to explore after the jam . . .

Submitted(+1)

Always a sucker for a maze! Really cool idea for a multiplayer journaling game and I love how you scaled it for each player count. Great Job!

Developer (1 edit) (+1)

Thank you!  The scaling mechanic is, I think, the thing I am most proud of in this design.  Everything else could, I'm sure, use more polish, but the 2-suit, 3-suit, 4-suit instruction works.

Submitted(+1)

This is an interesting game. If I have a complaint (and I always do) the final question should not be the first question everyone sees. I think it would be more dramatic if it was hidden away at the end and everyone discovered it when the game ended. Over all I really liked the prompts.

Developer

Thank you!  I hear your preference for a "buried" final prompt - I went back and forth on it.  Decided to put it front and center in part because the game was for a themed jam, and that final prompt (inspired by the theme) was the moment the entire game grew from.  Could be that it wasn't the best decision . . .