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Technicals's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Does the game seem fun to play? | #15 | 4.222 | 4.222 |
| Did it make good use of the Havoc Engine? | #15 | 4.111 | 4.111 |
| Overall | #15 | 4.037 | 4.037 |
| Did it build on the Havoc Engine and add interesting stuff? | #17 | 3.778 | 3.778 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
#1 Industrial Sabotage Fan is my favourite piece of art for this jam. An icon. The Raid generation tables are brief but meaty, just ideal. This is a rare game that feels good for printing at the library, it's very efficiently laid out, but if there's one thing I would wish for: if you were willing to spread it out a bit with some more art (from field manuals or otherwise) I think it could be an especially pleasant reading experience.
Thank you for making something with the Havoc Engine!
- Jim
Seems like a great game to just pick up and play with zero preparation. I'm going to add to the chorus and say the tables are awesome (I hope I roll cheesemonger!) I like the tonal variation, both fictionally and mechanically, provided by the contrast between human scale and mech scale. You do a great job of concisely communicating your vision of what a play session looks like. The verbs on your equipment are very concrete and straightforward, which I think is the right choice here. And your adversaries have so much character in a small package. Really cool!
I really like the Partisan/Mech roll tables. The #1 industrial sabotage fan doodle is great. I was working up a system for rolling up random demons for a different game jam, and I feel like it'll be heavily inspired by this system. I have some questions from my first read:
I really like how you built the random table for objectives & complications and then added the difficulty level mechanic on top. My theoretical first raid in this system is:
Other random pieces of feedback in no particular order:
Great submission!
Thanks for all the feedback! I definitely rushed a bit at the end to get it in by the deadline and clarity suffered a good deal in places. To answer your questions:
1. The first one, I intended players to have the freedom to allocated their successes as they like and narrate around that as in the base engine, but I don't make that explicit anywhere so I may add some text to that effect.
2. Yes, your interpretation of the repair mechanic is completely correct.
3. Another symptom of my shoddy editing, Flesh was the original name for wounds but changed it to be more on theme. Looks like I missed it in the advancement section, thanks for catching that!
I see your point on the skills system and character variety. I think my initial design instincts were towards minimalism in character mechanics, but as this isn't really a game where your character can suddenly die and you need to be able to whip a new one up as fast as possible, there's not much to lose by adding a bit more depth there.
Also I can't really take credit for the Coordination mechanic, that's pretty much entirely ripped from Havoc Brigade with only slight modification to tailor it to the context of this game.
I'll definitely need to take another pass at this down the line and you've given me some great notes to work on, appreciate it!
Reread it today - really like the heath robinson approach to mechs etc and the whole thing is full of energy - looking forward to playing it.
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.
Steal away! A higher-crunch version of that system sounds cool and I'd love to see what you come up with!