Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Beast from the Lightless DepthsView project page

Those from the lightless depths vowed never to step foot in your domain again, one such behemoth has broken this.
Submitted by Azathoth — 14 days, 9 hours before the deadline
Add to collection

Play adventure

Beast from the Lightless Depths's itch.io page

Results

CriteriaRankScore*Raw Score
Darkest (How deep into the darkness of man can you go?)#24.4004.400
Most Deathless (You know it when you see it.)#34.0004.000
Overall#133.2253.225
Coldest (How far below zero can you get?)#172.3002.300
Most "Northern" (We're from Minnesota, it's okay.)#182.2002.200

Ranked from 10 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

Submitted

I liked that you used the Deathless-mechanic from The Rolled Standard and the jam, good job. I think this is short, sweet and fits nicely with the illustration. 


I like the 2.5 question, although I would prefer a little more motivation to stop the beast. Also if fleshing it out, it could be good to have different signal towers so you could really have something happen throughout – right now it feels like a long battle. Which I guess could also be really cool!


Great job writing this. It's short and concise but packs a lot of flavour! Would make a good zine.

Submitted

This is an interesting scenario with a lot of potential. It feels like a framework for a bigger story.

I'm not sure how much distance is between towers and how much time is required to travel between them. Time seems like a valuable resource in this scenario.

I wonder how frequently characters will engage the creature before it can topple towers. It feels like a race stacked against them, especially in a situation of lacking information. I sure hope players spend their few questions wisely. Frankly, I'm not sure what depriving players of information accomplishes in this situation as it robs them of motivation to stop this creature, which will be hard to defeat, even if manage to weaken it.

There is so much damage flying around in this scenario that characters are certain to die, which isn't unfounded in Mork Borg, but I'm afraid it would start to feel hopeless very quickly. The apathy mechanic for instance increases the already high miss chance in Mork Borg which I would find more frustrating than fun as a player I think.

Is the time between towers meant to give characters a chance to heal before the next encounter due to the deadly nature of each one?

I'm not sure why you decided to use the Troll as a reference here since you removed its healing ability and the amount of text to accomplish the troll reference and the negation of the healing ability is ample room for including the HP, morale, attack, etc that would be more useful on the page than having to have the book open to flip to.

All my thoughts aside, using this for my players who have been playing the same characters for quite a while and have several Getting Betters behind them, might find the difficulty here a delightful challenge.

Submitted(+1)

Wow, I love the vibe of this!