[go: up one dir, main page]

Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Crawling Midnight (Appx. N Jam '25)View project page

Boat dungeon for a jam.
Submitted by franc — 5 days, 5 hours before the deadline
Add to collection

Play Dungeon

The Crawling Midnight (Appx. N Jam '25)'s itch.io page

Results

CriteriaRankScore*Raw Score
Art: how well does the art support the other content?#614.2004.200
Writing: how clear and/or interesting is the writing?#1253.6003.600
Overall#1263.5903.590
Layout: how easy is it to find all the presented information?#1303.5503.550
Playability: how easy would it be to run this module?#1503.2003.200
Theme: how well would the module have fit into the Appendix N?#1903.4003.400

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

Submitted(+1)

The art has a vaguely Edward Gorey feel to it, which is great, and a flavor I haven't seen in RPGs before, strangely.

I love the maps, although they're wildly different stylistically than the artwork.

I like the classic structure of the ship getting cruddier with each descending deck.

There's a lot going on in this adventure. Even with the introduction to the main NPCs at the beginning, I feel like I might need a bit more hand-holding to make this run smoothly in play.

Overall, an incredibly creative setting and it makes me want to play a gonzo game like Troika so that I can experience it.

Submitted(+2)

I love your art, but most of all your writing style! It’s funny and but really describes the space and vibes at the same time. I laughted at: “Crossing on the Midnight is somehow the least unsafe option.”

Also Deuteronomy Brigs is my new favorite name.

Submitted(+1)

Love the setting and NPCs are awesome! Great art 

Good job.

Submitted(+2)

So vivid yet monochrome. In that Charles Adams meets Edward Gorey space.  I like me a good horseshoe crab, white ape & Faraday cage.  Thumbs up for the "carciform" idea.   Ambitious approach to treat the reader to three decks of a ship.  Sitting low in the water, but not capsized.  I appreciate the embedded motivational encouragement "I believe in you".  Right back at you.

Submitted(+2)

The front cover and artwork are fantastic. A pointcrawl on a boat is an interesting and different concept, and the distinctive NPCs make exploring the vessel more engaging. You have managed to fit a great deal of content into the document while keeping it easy to understand and use. Well done!

Submitted(+1)

Colourful NPCs, succinct room descriptions, and tons of atmosphere. Looks like a fun scenario.

Submitted(+1)

Five stars from me! I love the entire adventure! I really like your take on the title and making it a boat adventure. The cast of NPCs are interesting. Love the layout and the map, easy to understand. Such a pulpy adventure!

Submitted(+2)

An adventure on a boat, and definitely not a regular boat, cool.

 Excellent suggestion in the DM's Note; I think it applies to all JAM entries and indie material in general.

Submitted(+1)

The idea and slightly unsettling vibe I got from this is really cool. I like the direction you took this title in, I can imagine this being a very unique game at the table. Also really liked the use of wants, has and rumours for characters. Awesome work! 

Developer

Thanks very much for the kind words. For the way the NPCs are written, you can thank Josh McCrowell and Warren D’s Designing Dungeons course, which I closely followed to make the entire module. A link to the course and my initial workbook is on the project page!

Submitted(+1)

I agree the art sets the vibe so well. I imagine my players crawling through a film noir movie. The map made it really easy to visualize the ship and its different levels. Of the npcs, I think the Rat is my fave! 

Developer

Thanks for reading and leaving a comment :) My personal fave is of course the gorilla!

Submitted(+1)

Is the art your work as well, I couldn't see attribution- if so, then excellent, it sells the theme. Pretty interesting how you've shown the information, it comes across as a terse, stream of consciousness.

 For example 

"212. Ape Midden Faecal carpet. Tracks to south> facade, to rm. 214. Barrels> 1 of nails, 1 of rum, 1 broken/full of Rust Algae. 1d4 white apes> 1 lightning gun." 

I like this though, its a shorthand I might might write for myself as my game notes, I don't think I've actually seen it in a game module  before though.

"209. Steel Chapel Smells burnt, static raises hair. Plafond, metres-deep layers of worked steel>1hr to salvage 1 slot(700gp). Abstract sculpture (5,000gp)> forbids violence. Drawn blade attracts lightning, 1d6 damage/round."

I am wondering what is it that powers the dreadnought? If they've got lightning guns, they've got electricity? They're crossing on autopilot... so something somewhere is providing energy? I've read through a few time but couldn't see it. 

I think I'd summarise Crawling Midnight as nicely weird, as befits the name you were dealt; any game with a tribe  of apes living downstairs is mighty fine by me.

Finally, I thought that this message was clever. Could be from developer to GM or even from a lost soul scrawling it on a wall to themselves. 

"Space is limited. I only write down things that are hard to improv. If it s easy to imagine, assume it s in the room. I believe in you."

Developer

Thanks so much for taking the time to read and leave a comment, it is much appreciated :)

The art is by my lovely partner. I will pass on your prause! Attribution is missing from the pdfs, definitely an oversight on my part.

You’re totally right about the power. I facepalmed a bit reading that. Intuitively I had decided that the ship absorbed lightning from the perpetual storms, but seems to have been one of those things that felt obvipus to me while running it but in fact is not mentioned anywhere in the module :p Further to that, I would have loved to make the fact that it’s a boat more relevant – adding an engine room, mechanics for sinking the ship, and fleshing out the Kraken more come to mind