Play ShadowDark Module
The Void-Wish Open's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Inspiration | #26 | 3.650 | 3.650 |
| Usability | #32 | 2.950 | 2.950 |
| Overall | #34 | 3.283 | 3.283 |
| Vibes | #35 | 3.250 | 3.250 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.






Comments
Wow really cool how you got the golf in there!!! I also like the void timer that gives action/contra vibes!
The use of NPCs to foreshadow the effects of shrines and the perils of the environment is great. Love the NPC descriptions and condition for the wish at the end. One thing that isn't intuitive to me is how the crystal arrows mechanic works in terms of "aiming" them for travel between areas. Fantastic module, I'll happily run this for my weekly group if people are looking for something new!
That is SUCH a good point. Now that you say something, that is a bit nebulous! I think the maps have enough points of interest for players to try and "call their shot" onto the map. They basically pick a point on the map, look at the DC in that "band", and can make their stat checks to travel and take all the good/bad consequences of the travel.
Really good point that I don't ever explicitly say "the party's archer should pick a square or intended target in the next region and then everyone uses the associated DC for their Role's stat check"
I'm sure that was in some draft language that got cut down to simplify into the page limit......
Thank you for taking the time to review and comment!
The Crystal Arrow and the Void Timer are both really dynamic, total chaos with the addition of all the NPCs. Also nice making all of the power ups actually instead of actually like in Contra
Thank you so much!! I really hope people enjoy this adventure and I know I'd love to run this as a GM and kill lots of NPCs for the sake of the vibe. I appreciate you taking the time to review!
Ahhh another sucker who got stuck with golf, just like me. lol. what a thing to have to shoehorn in!
I enjoyed how you took to making that work. I know it took me quite a bit of mental gymnastics in my submission.
my stand out concept was your Contra power ups. chef's kiss!
Golf inspo submissions unite! *Fist bump* I Was truly stumped for about 2 days on what to do with it but I'm really happy where I landed, though I wish I had been able to graphic design my way through a cleaner way to present it. Oh well, these projects are never truly 'done'. Thanks for the review!
The many npcs meeting their fates as a use of forshadowing danger is rad. I think once the page restriction is lifted, incorporating an example of play could help clarify the crystal arrow procedure as its a bit complicated to read. Redeemable power ups is a very cool idea! The void boss with the lockdown abilities seems like a very interesting encounter given how important movement is in this adventure, awesome work!
Fantastic, I couldn't agree more. I ran out of steam and ideas and page space to make the crystal arrow travel mechanic as clear and clean as possible. I feel like if I come back to it in a month I'll see exactly how to do it, but it feels playable today which is all I can hope for with a game jam! Thanks for the review and comment!
I like the Void Timer dynamic, keeps the adventure moving. The maps are cool. The wish concept is really interesting, great job.
Thanks so much! I really appreciate you taking the time to comment and the void wish timer was some direct feedback I had from some friends that read it mid development. It feels good to know that perspective was on the right track!
I really enjoy the idea of the wishcoins saying their wish, ratcheting up the weirdness of everything. I think my players would get a kick out of that. Good use of the golf game prompt as a thematic backbone. "go 'over par' and perish" in your intro page is such a sick line, I feel like it really sells the adventure.
Thats so kind of you to say! Thanks so much! I had a lot of fun with this setting and theme once I stumbled into the idea. Making it the most potent and concise version of this world really made the wish gold stand out. I'm really happy with it :) thanks for reviewing and commenting!
Inspiration: Drawing a golf game would've stumped me, but you were truly inspired. I'm impressed by the mechanics you developed out of the game's nine-hole survival structure. Especially the crystal arrow traveling mechanic used to traverse each region.
Usability: Once I grokked the concept I think this would be fairly easy to run. The "Quick Tip" boxed text is a nice touch, helping the GM sell the atmosphere of each region to the players.
Vibes: "The sound of rain is an illusion; It is the hiss of a thousand whispered wishes bubbling up to the surface of the lake." I love that. Very evocative.
Thanks so much! The page limit really made me distill and redistill every idea I wanted to include until only those truly potent ideas were left. It makes me very happy to see that quoted because it was one of the hardest portions to distill down to and keep the vision I had. Thanks so much for your time commenting!
Dragons, Dracoliches, and Drakes (Roses, Thorns, and Buds but elfgames)
Dragons:
Dracoliches:
Drakes:
Thank you for the review! To clarify for future reviewers, crystal arrows cannot fail if you check the results of the table; the die roll only determines travel effects upon arrival.
I appreciate the feedback on how this mechanic is perceived at a glance, that does need to be improved for clarity.