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A jam submission

An Icy DriveView project page

a solo survival mission on Enceladus
Submitted by KingDunnad — 5 hours, 5 minutes before the deadline
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Play solo mission

An Icy Drive's itch.io page

Results

CriteriaRankScore*Raw Score
How legibile and easy-to-understand is this mission?#44.1954.400
How appropriate/desirable is this as an astronaut mission?​#44.3864.600
Overall#44.0524.250
How stylish is this mission, visually?#53.6233.800
How well are design principles used to create a fun mission?#64.0054.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which astronaut RPG/setting is this for?

Other

Other system/setting
Impulse Manifold (upcoming ttrpg)

Which hard mode challenges did you do?

Write your mission for 1 player and no GM.

What do you want comments/critiques to focus on?
writing, layout, scenario design

How harsh do you want people to critque your submission?

Be brutally honest

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Comments

Submitted

there is so much here but it never feels overwhelming. The layout is excellent and the information we need is delivered as we need it. You never feel lost, or like you’re fighting the module. Also the layout and information all enhance the atmosphere. Everything is in drive train with everything else which I really like. Very excited to see more of this world

Submitted(+1)

While this is labelled as Solo, this would be very playable with a small team. Maybe start it out with telling us the mission rather than "we have lost our memory". 


Plenty of detail, two suggestions.

the first one is that I find the labels a little opaque and we're not really saving much time or space by just adding in the real names:

> : an action you can optionally take.

!> : an action that must be taken.

x> : a one-way action. You cannot take another action after doing it.

The second one is maybe putting the contents of each Hex into a table where you roll. This would mean the map turns out different every single time. Vastly increasing replayability? Would that be desirable?

Developer

Regarding the table - I think that could work for this mission with some adjustment, as currently some events do rely on previous ones (e.g radiator failure causing the batteries to overheat).

I do think in general a similar procedurally generated mission could be quite fun for replayability -  you could get some nice hex exploration out of it.

Submitted

I think there’s a lot of work there. And it would be endlessly playable with a sort of Hexcrawl table. 

Submitted(+1)

It is a style of play I am not used too but I did enjoy the story, I liked the description of the vehicle with all its Bells and whistles giving a good visual of it.

It did feel more like a "choose your adventure" or interactive story than a module for a ttrpg as the choices where more limiting but not bad overall.

Submitted(+1)

A really clearly scoped mission with evocative writing and lovely atmospheric descriptions and details.

I'd say it was perhaps a little railroady - I felt quite passive as a player, being told what to roll and when, rather than coming up with my own solutions for things.

The setting sounds fun, and I look forward to seeing more of it when Impulse Manifold is released!

(+1)

Really enjoy how you did perspective, shading, and color palette.  Easy to read through. The content orders and flows are right on. One thing I can think of is maybe test different font.

Submitted(+2)

This is the most complete, playable piece of the batch i had to review, thumbs up!

Layout, and scenario design (as you flagged yourself) are all genuinely strong. Writing is also really good. My only ask would be more visual texture along the route (even simple sketches at a few key hexes) to break up the text.