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A jam submission

FIST: HELL & HIGH WATERView project page

A waterlogged FIST mission about bloodthirsty soldiers.
Submitted by METAGOSSIP — 22 days, 4 hours before the deadline
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Play mission pamphlet

FIST: HELL & HIGH WATER's itch.io page

Results

CriteriaRankScore*Raw Score
STYLE#34.6004.600
Overall#34.4504.450
SUBSTANCE#44.3004.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

As a pamphlet this is a pretty perfect balance of evocative art and layout with functional conveyance of information. It's easy to read and sells you on what's unique about this scenario from the get-go. I feel like this would make a good one-shot to introduce new players to FIST because it really strikes that sweet spot of being straightforward and easy to grasp while staying dynamic and compelling.

Submitted

First of all, I really, really like the cover image; really sells the pulp horror thriller theme of Hell and High Water. The layout is for the most part is quite clear, though I almost thrown off by the fact the content of the pages was reversed, with introduction and encounters being on the second page while the confrontation with the main antagonist and epilogue on the first page, however, that was just me not being used to pamphlet adventures.

I do  feel some of the text that's backed with colour (such as captain Aalto's stats) might be a bit difficult to read for some people. The text for Crow's Nest is also tricky to read. The Tidal Clock is a neat little mechanic that keeps the players moving, and forces them to balance being thorough with being quick and being thorough. All in all Hell and High Water a solid adventure that can easy fit into a campaign or be run as a one shot.

Submitted

Hell and High Water is a pulpy WW2-remnant vampire tower-climb with evocative themes, dangerous foes and rising waters.

Style: 

  • I think it was a stroke of genius to combine the map and the clock, it is a brilliant mirror for the rising water cutting off parts of the map
  • Rad cover art, a poppy red spot colour and slick yet familiar FIST-like layout

Content:

  • A rising water clock and a bait and switch on the extraction helps the referee push players towards the climax of the mission without it feeling forced
  • The locations and foes are clear, succinctly described and offer interesting dilemmas to the players with plenty of space for the referee to build on
  • This is a great combination of evocative themes - WW2 castle remnants and a legion of vampire fanatics
  • Strong structure - a clear hook, solid content and foes and well thought-out outcomes

What might I change? 

  • I wonder if exploring a slightly softer black might be slightly easier on the reader
  • I wonder if a tri-fold layout best supports use during play or if this might be even more effective as 2 a4-pages (and rearranging the content slightly to suit)