Thinking
how much brainwork?Feed the Kraken is a light game (weight 3/10). Strategic depth is moderate (4/10) — pleasant to learn, but not infinitely deep. It plays at a relaxed pace (4/10), with most turns having a clear obvious-best move.
3-faction hidden role with hidden movement
Feed the Kraken is a light game (weight 3/10). Strategic depth is moderate (4/10) — pleasant to learn, but not infinitely deep. It plays at a relaxed pace (4/10), with most turns having a clear obvious-best move. Interaction is maxed (10/10) — every turn shapes what your opponents can do. Direct conflict is high (7/10) — friendships will be tested. And table-talk diplomacy is essential (negotiation 9/10) — winning requires persuasion.
Every score is on a 0–10 scale. The rubric and methodology behind these numbers is documented in the README.
Feed the Kraken is a light game (weight 3/10). Strategic depth is moderate (4/10) — pleasant to learn, but not infinitely deep. It plays at a relaxed pace (4/10), with most turns having a clear obvious-best move.
Interaction is maxed (10/10) — every turn shapes what your opponents can do. Direct conflict is high (7/10) — friendships will be tested. And table-talk diplomacy is essential (negotiation 9/10) — winning requires persuasion.
Variance is moderate (input 4, output 3/10). Catch-up is moderate (5/10).
The theme is well-integrated (7/10). Tempo is steady (engine 1/10) — no big-payoff combo turns. There's some narrative flavor (narrative 5/10).
Variance is moderate (input 4, output 3/10). Catch-up is moderate (5/10).
The theme is well-integrated (7/10). Tempo is steady (engine 1/10) — no big-payoff combo turns. There's some narrative flavor (narrative 5/10).
Ranked by weighted Euclidean distance across the 12-axis profile, using the default research-weighted lens. Click any game to see its full profile.
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