Play game
Dead and Breakfast's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Does the game seem fun to play? | #3 | 4.833 | 4.833 |
| Overall | #4 | 4.417 | 4.417 |
| Did it make good use of the Havoc Engine? | #6 | 4.333 | 4.333 |
| Did it build on the Havoc Engine and add interesting stuff? | #7 | 4.083 | 4.083 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Genuinely delightful. Takes a fairly cosy concept and gives it enough sharpness and humour to make it very playable.
Leave a comment
Log in with itch.io to leave a comment.







Comments
I can't really add much compared to the other comments, but I knew I just had to comment and give praise to the formatting. I love everything about this game, thematically it is something I vibe with. But the layout and the art is simply amazing. It’s clear and concise yet stylish with tons of flavor.
Very cute little game! Each character's abilities are really flavourful, and I like the changes made to the objective/threat system with all the little narrative notes too. Also really terrific layout; the text is very readable while still being fun to browse over casually. Great entry and good luck!
I really like the introduction to the game. It does unfortunately make me want to fail spectacularly on purpose because why would I do all this work just to let some lazy wizard take the credit? (Note, I wrote this before I read the failure state on page 29. Still kinda think it might be worth it to sabotage the bastard though).
This almost feels like a GM-less system, so much so that "Game Master"/"GM" only appears twice in the doc (once in the turn order section stating GM may choose turn order and once on the final page. I see that the GM rolls the dice for patrons, but because the patrons all roll at the start of each turn, it does feel like this could easily be converted to GMless.
Using the havoc engine for a cozy kitchen manager game was not on my bingo card for this game jam. Kudos for a unique take on how to use the engine.
I think the stats make sense, but I do kinda wish they were a little more whimsical in flavor, although I really like Craft as a stat. Right now, they seem like very generic rpg stats, and for a whimsical kitchen ghost game, I would like something maybe more thematic. Adjectives feel sorta right to me for some reason, so I think I might have tried something like:
Alternatively, maybe something to drive home the ghost theme with actions, but stuff associated with ghosts
Lastly, maybe refocusing on stuff you do in a tavern:
Those are just some examples off the top of my head of maybe ways to reinforce your theme by flavoring language differently. The ones you have are perfectly serviceable, but I think it could be next level if you had something truly unique to the theme.
I really like the team huddle mechanic. I'm picturing a moment where all the characters come together and whisper in a little group in the middle of a chaotic tavern while the patrons just watch and wait for their food. It's full of whimsy and I think fits perfectly in the game. The mechanics behind the huddle are great as well.
I do like the way the shift runs from Afternoon -> the next morning. The doubletime rule feels really difficult, but hey that's what optional challenges are supposed to feel like. I think the round clock is a really good way to pay some homage to kitchen manager games.
It took me a second to understand the relationship between the order stat and the satisfaction stat for the patrons. Though, now that I do understand it, I really like it. One thing that I think is still a little unclear to me is how & when patrons enter the restaraunt. Here's how I see the game flow going based on what I've read:
I know I wrote a novel for this one, but I do really enjoy the system and I think it sounds like a blast. Great submission!
Thanks for the feedback! There is some absolute gold in here.
I really like idea of trying to turn this into GM-less system, maybe throwing in a card deck in place of random patrons.
i absolutely adore your stat suggestions and it makes current ones feel very laclustre! We will definetly try to implement somethiong along those lines.
I think we kind of forgot to properly explain when new patron and phase mechanics:
Patrons
To some extent, patron timer was rolled into optional doubletime, at start of every round DM would roll a d6 and on 6 new patron would enter, we then considered leaving that to DM and i think it got lost somewhere on the way.
Phases
Moving between phases would happen when there are no more active patrons which we should have explained in more details.
Most of the game came together in last 3 (extremely late) nights before deadline and with couple of major rule pivots we did a lot of mechanics ended up not being well explained.
Once again thanks for such a constructive comment, it will definetly help us shape next version of the game.
SO CUTE!
Love the art, love the layout, love the vibes! As a fellow undead game maker you get my seal of approval. Cozy havoc was not on my bingo card but man what a nice fit.
The objectives being orders you need to complete is so fun, and the random patrons are amazing. Particularly like the proposal that has a 50/50 chance of failing! Super fun, this is one that i'd love to play as a party game on halloween or something. Very nice very cool please make more :D
This game is right up my alley! I love the tavern setting and the more “cosy” twist you gave to the Havoc system. The spirits all seem really fun to play, especially Lokka the Trickster: his special ability sounds hilarious. Love the layout and illustrations as well. Can’t wait to try it out at the table!
This is a fantastic game! Great theming, fantastic characters, and some really clever twists on the Havoc engine. I'm excited to try it out!