Play game
Sweet Revenge's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Does the game seem fun to play? | #30 | 3.771 | 4.000 |
| Did it make good use of the Havoc Engine? | #33 | 3.653 | 3.875 |
| Overall | #34 | 3.536 | 3.750 |
| Did it build on the Havoc Engine and add interesting stuff? | #37 | 3.182 | 3.375 |
Ranked from 8 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
Up front, I'm reading and rating this submission in between meetings while eating gummy bears way too early in the morning because it's already been a stressful one. I feel like the theme here is perfect for the moment I'm in right now.
What an amazing premise. I love the prologue story at the beginning. I think this is something I absolutely need to do for my submission. I love the idea of adding a second, darker chapter to the classic Willy Wonka story.
The five stats are evocative. I love Nonsense, Heart, and Wonder especially. I think Perspiration and Head could be just a little bit more silly to match those. What came to mind for me was Wiggles and Wiles, though Wiles would have some overlap with Nonsense I suppose. Just a thought though, they're definitely good as they are already. Also the Imagination resource cap being the combined value of a character's heart+wonder is very thematic.
Flavoring the GM dice pool as a bag of candy/flavor pool is so good. I feel like you could also do the same thing with the team pool and call it a candy bowl or something, but that might be just a bit confusing.
Weariness is a great "injury" system. Reducing dice pool is a great way to show the sugar crash happening at the table.
Putting something on the character sheet for your dice pool/ spend your successes is SO SMART. What a great way to help cut out some of the challenge in helping players remember what they can do with their dice.
Great job!
I'm sorry about your stressful morning but happy you had gummy bears!
The stats are all pulled from quotes from the movie, which I know isn't exactly practical, but does bring me secret joy.
It's funny you mention the name of the Team Pool, because that's probably the 5th thing I've called it. I still haven't found something I love, but this was what I was settled on when it was submission time lol.
I'm glad you liked the dice chart! I had made a little chart for Eat the Reich on how to spend dice when I ran it at cons, because that was always the hurdle for new folks, so I thought it made sense to just include it on the sheet, especially since I didn't have time to do any pretty layout stuff!
Thanks for the great feedback, I'm glad you enjoyed it!
If I say that the theming is delicious, I'll probably regret it later. But it's excellent and super evocative. And having a place on the character sheets to show how players are allocating their dice is a really clever addition. I hope you continue to evolve the layout and release a new version! I'd definitely play it.
Thanks so much! I definitely plan on working on it more to eventually have a visually compelling game as well as something fun to play!
Fun concept, I love how the entire document feels like some sort of candy-fueled fever dream.
The sensory details in every room are a great touch. Very helpful for the GM to use, I honestly wish more games did that.
I wish the text was laid out a little more cleanly to make it more readable. Not necessarily artistically laid out, but the spacing and indentation seems inconsistent and it makes it a little harder to parse.
Thanks for the feedback! I stole the sensory thing from the excellent 9 Lives to Valhalla, and try to use it in all my RPG stuff now, helps me remember what I was thinking when coming up with the stuff.
Agreed, the layout definitely needs work. I was using Google docs, and it's not the best. I plan on redoing it in a word processing app to make it more clean and consistent after I revise some things, along with doing a more artistic layout.
Really fun world and love how you have shaped new bits of mechanics that feel interesting in gameplay and perfectly fit the theme. I especially liked replacing injuries with Weariness (I had a lot of trouble adapting "injuries" in my own games).
The Big Scary Alien adds a lot of to a fun to the dynamic.
It feels like the final show down with Bonkers could feel a little bigger and more explosive, perhaps some more description around the final form of Bonkers?
I appreciate that, and great feedback! I've been thinking the ending needs a bit more, but couldn't put my finger on it. All my playtests agreed the ending felt rushed, but I wasn't sure if that was because we were cramming 8 hours of game into a 4 hour slot. I'll mull the final showdown over some and add that to my to-do list for when I come back to it. TY!