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BenBartlett

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A member registered 55 days ago · View creator page →

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A fun concept here with some interesting ideas. The way you've streamlined and simplified the core Havoc Engine rules feels very clean. One thing that did occur to me, however, was I wonder if, in stripping out a lot of the crunch, there might need to be some additional ways for the narrative or role-playing to affect the outcome as it might feel that the players have limited mechanical means to influence success. Also, I did really like the layout and design, it's gorgeous work.

Really enjoyed a lot of the content here, the character concepts are all fun and the art is fantastic. On top of that the book is very well laid-out and clear to follow

There's some really interesting ideas here, I like how you've handled villain successes, with them contributing to a Doom Pool the DM can use to impose a broader range of consequences than just injuring the players and integrating progress clocks with challenges, for example. I do wonder if you might benefit from positioning this as a 'lite' or basic version of what I am assuming will be the complete version you allude to, rather than a quick start. I say that just as it feels like a surprisingly comprehensive document front-loaded with quite a bit of explanations and lore, moreso than I might expect from a quick start. More broadly though, I also liked the schtick of tying your mechanics to the hero's origin story, which makes it stand out from some other superhero systems.

There's some really interesting ideas here, I like how you've handled villain successes, with them contributing to a Doom Pool the DM can use to impose a broader range of consequences than just injuring the players and integrating progress clocks with challenges, for example. I do wonder if you might benefit from positioning this as a 'lite' or basic version of what I am assuming will be the complete version you allude to, rather than a quick start. I say that just as it feels like a surprisingly comprehensive document front-loaded with quite a bit of explanations and lore, moreso than I might expect from a quick start. More broadly though, I also liked the schtick of tying your mechanics to the hero's origin story, which makes it stand out from some other superhero systems.

Lots of inventive concepts and ideas in this one, the characters all seem fun to play, you've even infused the bruiser archetypes with some mechanical depth and interest. Also enjoyed  alot of the little bits of extra flavour too, I cackled out loud seeing Big Pier's 'Spotted a Habsberg' injury and how Friedrich had crossed out 'Brawl' for 'Battle'

Enjoyed reading through this one a lot. The random tables for mech generation were very fun and evocative, reinforcing the themes AND providing a fun mechanical layer. I immediately want to steal them for a hypothetical higher-crunch version I will now fantasise about writing for six months without doing anything. Also WTYP AND Blood Work recs? This guy knows ball.

Enjoyed reading through this one a lot. The theme is very inventive and the lore/introduction is very cleanly-written. That, along with the large variety of prompts in each scene description, both feel like they'd make it MUCH easier for the DM to prep and run. The only things I'd personally change are some slight re-ordering of mechanics to make it flow a little better. For instance I feel like the Fae powers section would have been better located in the 'Attacks by Fae adversary's section even if it is right afterwards. That said, flowing from that, I did also like the different conditions, it adds a nice little mechanical wrinkle to the Havoc Engine.

Thanks for the feedback, and good catch on The Outer Limit. We originally intended it as something exemplifying the 'moody teenager going through puberty' trope with the idea being we were all a mess of angst at that age that led us to making some pretty poor decisions, but didn't necessarily consider that, with her being female-presenting, it could carry additional implications. We're planning a second pass over the game after the jam following feedback and additional time to re-evaluate and will definitely add that to the list of things to look at to see if we can make changes to make the original intent clearer

A lot of fun ideas here, I like the monster-mech building mechanic and how you've tried to turn Gear into a point-buy system, although I do think the rest of it could have used a little more to make the theming really pop, like some sample challenges and scenes, or some additional world-building text

Thanks! She's proven to be a pretty popular character during our playtests, very high potential for shennanigans