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Free Movement's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Did it build on the Havoc Engine and add interesting stuff? | #18 | 3.771 | 4.000 |
| Overall | #27 | 3.732 | 3.958 |
| Did it make good use of the Havoc Engine? | #28 | 3.771 | 4.000 |
| Does the game seem fun to play? | #33 | 3.653 | 3.875 |
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
I really like additions like momentum and reach. They're good at embodying the whole running from the cops theme.
But the layout makes some of the new rules difficult to parse.
I'm still digesting the system, but the Flow mechanic is an extremely elegant addition to the system in lieu of stats. I'm already thinking of several submissions I've reviewed so far that chose to forego stats and could have used a mechanic like this in its place. It works both thematically and mechanically.
I really like the idea of flipping between the classic fast-paced havoc engine scenes and downtime scenes. If I were to play with the system, I might also try to use downtime scenes to drive advances or gain additional tricks for characters because I like how that feels thematically.
I do think the evasion mechanic is a little bit muddled. I understand why you're treating it as a "buyable" resource, so you can spend it on tricks. But I think that it could be communicated a little bit more clearly in the document.
The tricks are great thematically. I like that they have varied costs, but I do wish the effects were a little more diverse. I also think I'd like to see some tricks that lean into narrative impact vs. the very mechanical effects that they currently have.
Very cool system. Excited to see where this goes.
Yeah, it does cover gaining Abilities by completing Downtime Objectives, but it’s not obvious because i only had room/time for like one example, but Free Movement is more of a framework because it’s for traditional homebrew campaigns instead of capsule scenarios.
And yeah Evasion kinda snuck in late in development as a stealth Resource. i thought giving it a name would help explain it but maybe vetoing Conditions should have just been a step in the end-of-turn phase.
Awesome. Possibly the most innovative take on the system I've seen so far. Simple but so customizable.
I like a lot about this but particularly Flow and how each roll is based on the momentum you've maintained in the scene. So thematic and unique.
I want to try this one for sure!
Really clever use of the Havoc system. It took me a few reads to wrap my head around it and I think I still struggle to understand exactly what Evasion is. But can completely see how the game leans into the fast pace of the Havoc system, while adding lots of interesting and thematic new touches.
Really cool idea, definitely one I would need to play to really get how it all fits together.
Had the pleasure of testing this game a few times as it was being developed. It is a ton of fun and while I think it’s hard to get all the mechanics in my head at the same time reading through it, It definitely flows in that feeding in on itself style that makes Havoc so fun.