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A jam submission

Occupational HazardView project page

A havoc engine game about resisting colonialists
Submitted by Sondeirypt Games — 6 days, 3 hours before the deadline
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Occupational Hazard's itch.io page

Results

CriteriaRankScore*Raw Score
Did it make good use of the Havoc Engine?#453.0643.250
Did it build on the Havoc Engine and add interesting stuff?#452.9463.125
Overall#482.9073.083
Does the game seem fun to play?#492.7112.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Overall looks super cool! But to give a bit of constructive criticism on the layout/organization:

  • Placing the Characters section before the How to Play section means a reader is looking at all this character info without context, or is skipping past the character section and flipping back to it after learning the basics
  • The body text is relatively slow/difficult to read
Developer

Hi, we're glad you liked our submission! With respect to the points you brough up:

  • We placed the Performers before the How to Play section because we wanted the flavour of the characters and what they could do to come first in the players' minds as opposed to the nuanced mechanics of the game. This is very much a game that's about the Performers first and we hope each Performer has enough flavour to give players an idea of who they should be choosing even without fully understanding the mechanics. Also, we wanted to emulate how Eat the Reich was laid out. 
  • We hope the reader-friendly version we uploaded helps with ease (and speed) of reading. Please let us know if you face any issues with the reader-friendly version. 
Submitted (1 edit)

Enjoyed the variety and originality of the classes and liked how each has a core equipment that fits their theme and adds some fun abilities.  The puppeteer was definitely my favourite. Would be fun to give the equipment/abilities some names and would make them easier to scan.

I get its set around industrial revolution era, but perhaps that could come through stronger some way. Perhaps in the characters or backgrounds in some way. When playing I feel like I would need a bit more help trying to work out what the world felt like. 

Thanks for sharing, it was fun to read.  

Developer

Thank you for the feedback! The puppeteer and their puppets are indeed very fun!  In the future we may add some setting-related features as well. For this jam, we were going mostly for the themes of the colonised country, which in itself is somewhat pre-industrial.

Submitted

very colourful in more ways than one - I like the additional material to help with the tone and feel of the game. As mentioned below the font is a bit tricky (my read/write PDF reader seemed to think it was written in russian! - Im dyslexic so readable fonts (by me or my reader) really help. Layout was good though

Developer(+1)

Thank you! We were hoping to go for bright colours to combat the colonial greys. We've uploaded a reader and print friendly version now, hopefully it helps!

Submitted

An interesting concept and well detailed. I struggled with the fonts in the book though, especially the header font. Not sure what it was but it made it a lot harder to parse my way through.

Developer

Hi, thank you for reading and reviewing our game! We're glad you like it! As for fonts, we apologize for the difficulty reading. We're currently working on a reader and printer-friendly version - we just wanted to get out the inital version for the jam.

Submitted

Love the theme and presentation. The characters all have interesting concepts that are flexible enough to be used in several different ways. 

Developer(+1)

Thanks so much! We're really glad you enjoyed it

Submitted

I'm revisiting this one, because I felt like I could have taken some more time with it and give some more detailed feedback. It was one of the first submissions I reviewed in the Jam. Now that I've gone through them all, I wanted to come back and reread it with all that I've learned over the course of the last week and half about the Havoc Engine. 

My initial thoughts are similar to when I first read it. I really like the little bit of intro text we get regarding the setting, and I also like that you've kept it concise. One of the really nice things about the Havoc Engine is that the world is the players' oyster. You've given enough detail to give them a launchpad, but not so much that they're rereading your doc to make sure that what they invent is still in line with the fiction they started with. 

I had highlighted that the characters were my favorite part of this submission, but I didn't give enough credit to how much I love the idea of performers being center stage. There were a handful of games that made that choice in this Jam. The others mostly stayed in the Punk genre, which made it really easy for them to explain why these performers were willing to engage in violence to meet their goals. I think you had a much tougher path to walk in that sense & I think you've done well. I can understand how the act of performance in this setting is an act of rebellion and how that can escalate into further acts of rebellion as the imperial powers work to stop it. 

The Charmer is one of a handful of wholly unique characters I've read so far in the Jam. I love how well it ties into the fiction. The charmer is not someone who can be anywhere. They're someone who comes from this place and their uniqueness is exactly what makes them an interesting and fun character. 

I think the stats have a ton of character. As generic stats, I do wonder if they have enough spread to cover any action. It helps that they tend to address the why instead of the how of the actions characters can take. Here's how I read it:

  • Shade for when they're trying to do something in a way that obscures their actions. 
  • Smith for when they take an organized approach
  • Skew for when they're trying to change reality
  • Spirit for when they're trying to project force of personality
  • Swift for when they're trying to get something done quickly

I like the stats a lot, but I do feel that it may feel a bit awkward to determine which attribute fits some actions. An example of an action that I wouldn't know how to classify is: A player looks to make up a bunch of secret pamphlets containing anti-imperial messaging and providing instructions for the occupied peoples to reclaim their heritage and rise up against the imperial forces who have stolen their home. Would that be:

  • Shade - because they're making the pamphlets in secret
  • Smith - because they're trying to conduct a coordinated information sharing campaign with lots of people at once
  • Skew - because they're changing hearts and minds

This is an occurence that every TTRPG has and I'm sure something like this would be resolved at the table quickly, and probably the stat used would be the one the player is highest in, but I do feel that these stats probably have a higher likelihood of overlap. I have been trying to think of actions that I think don't have a clear stat to use, but I don't have a very clean example, which maybe just goes to show me that it's not as big of an issue as I think it might be.

I really like the relationship between stage as a resource and the interruption pool. I think the spendable resource being the performers ability to gain audience and that being the thing that the GM targets, rather than the performers themselves. That all feels very thematic to an imperial regime more interested in choking out competing power rather than stomping it out, in order to avoid creating martyrs. 

I think you did a good job of putting all the storytelling tools in the toolbox for the GM, without holding their hand or forcing them to tell the story you thought would be best. I think you could definitely write a more direct adventure if you'd like, but you've done enough to let GM's tell their own stories with the system. 

Great job!

Developer (1 edit)

Thank you so much for taking the time to give us your detailed thoughts!

We're glad you find the setting interesting to play in. We were hoping to introduce themes we haven't seen much of, but care deeply about. We wanted to explore how colonialism and systematic erasure could be fought back by existing loudly and spreading parts of the declining cultural practices.

As you mentioned, the stats are fluid to the task at hand, and you do indeed have the correct vibe for each of them! In your example, if stealth was the key factor for the Performer making the pamphlets, then they'd roll with Shade, while if they were going for visual or technical precision, especially without tools, they'd roll with Smith, and so on.

We're glad you liked the Stage and Interruption pool mechanic. We really wanted to highlight that the power of the Performers was to, well, perform and gain an audience's trust and attention. Hopefully, that's what comes across in the game!

Thanks again for the detailed feedback, we really appreciate it!