Firstly, I just want to say that I love seeing your feedback on other people's jam entries, its really great that you're engaging with the community :)
I love the art vibe for this piece. Very murky and evocative. Like the underwater setting the game takes place in. Very fitting. I also like the idea that over time, the mortals gradually get tricked/trapped in the faweater. I also like that the fae look like the places they inhabit and players are encouraged to describe what their fae looks like.
Would be nice to have: A printer friendly version. But I can't think of anything else. I suppose maybe random fae generating tables so players can roll up what their fae looks like/resides perhaps but it certainly isn't necessary.
Thank you! It's been great getting a chance to explore all the ideas people have brought forward; so many interesting games.
And you're bang on with the feedback - - a printer friendly version is high on my priority list for this post-jam, and early drafts mapped out fae prompts. The former I'll definitely do; the latter I'm mulling over. People have created much more interesting fae in playtesting than I could have imagined, haha.
This is a really interesting game. It evokes a theme of sinking lower and lower into a world that is hostile to you.
As the game goes on a group of mortals become a different group made up of fey characters. I was imagining mortals being humans as I read it but the situation is more open than that.
The game prompts you to come up with connections to the others or people in the outside world. This would go on to create a priority for the mortal characters, which gives material for the fey characters, who have different priorities.
If I were to change anything it would be formalising how the mortal characters divert the fey's attention onto specific characters so that who rolls is not entirely at the whim of the way the group thinks.
Amazing that such a simple game can come with so much feeling. It's very heavily consequential for a decision to commit to a course of action that the characters made in the first scene.
Comments
Firstly, I just want to say that I love seeing your feedback on other people's jam entries, its really great that you're engaging with the community :)
I love the art vibe for this piece. Very murky and evocative. Like the underwater setting the game takes place in. Very fitting. I also like the idea that over time, the mortals gradually get tricked/trapped in the faweater. I also like that the fae look like the places they inhabit and players are encouraged to describe what their fae looks like.
Would be nice to have: A printer friendly version. But I can't think of anything else. I suppose maybe random fae generating tables so players can roll up what their fae looks like/resides perhaps but it certainly isn't necessary.
Cheers
Thank you! It's been great getting a chance to explore all the ideas people have brought forward; so many interesting games.
And you're bang on with the feedback - - a printer friendly version is high on my priority list for this post-jam, and early drafts mapped out fae prompts. The former I'll definitely do; the latter I'm mulling over. People have created much more interesting fae in playtesting than I could have imagined, haha.
Yes it's really interesting to see what other people can come up with
This is a really interesting game. It evokes a theme of sinking lower and lower into a world that is hostile to you.
As the game goes on a group of mortals become a different group made up of fey characters. I was imagining mortals being humans as I read it but the situation is more open than that.
The game prompts you to come up with connections to the others or people in the outside world. This would go on to create a priority for the mortal characters, which gives material for the fey characters, who have different priorities.
If I were to change anything it would be formalising how the mortal characters divert the fey's attention onto specific characters so that who rolls is not entirely at the whim of the way the group thinks.
Amazing that such a simple game can come with so much feeling. It's very heavily consequential for a decision to commit to a course of action that the characters made in the first scene.
Thank you for taking the time to read my piece and provide such a thoughtful response!