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Neighbours from Hell: Revenge Is a Sweet Game

Review · Adventure · PC · GameCube · iOS

Neighbours from Hell: Revenge Is a Sweet Game

Reviewed: 30 Apr 2026

PC · GameCube · iOS · Android

THQ Nordic · 2003

Ludograph rating

C

Mixed

54 /100

Neighbours from Hell: Revenge Is a Sweet Game is a strategy game that builds problem solving and critical thinking, with a core theme of pranking.

06010030BenefitLow riskB 38 · R 6
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

38

Risk (RIS)

6

Daily limit

120min

Age guidance

9+

Developmental benefits

B1Cognitive
0.62
B2Social-emotional
0.00
B3Motor
0.35

Neighbours from Hell: Revenge Is a Sweet Game offers engaging strategic and problem-solving challenges as players plan elaborate pranks. It encourages critical thinking and spatial awareness in navigating the neighbor's house and executing tricks. The episodic structure provides clear goals and a sense of accomplishment upon completion.

Design risks

R1Compulsion-loop pressure
0.13
R2Monetization
0.00
R3Social risk
0.00

The game's core mechanic involves pranking a neighbor, which could normalize or encourage anti-social behavior. While the violence is cartoonish, it depicts mischievous acts that could be seen as negative role-modeling. There are minimal social-emotional or motor benefits, and no significant compulsion-loop design or monetization risks.

Content (not in risk score)

R4.1Violence Level
0.33
R4.2Sexual Content
0.00
R4.3Language
0.33
R4.4Substance References
0.00
R4.5Fear / Horror
0.33

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: meets criteria·GDPR-KAssessed: meets criteria·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. No dark pattern or child-targeting concerns found.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. No privacy or child-targeting concerns found.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is Neighbours from Hell: Revenge Is a Sweet Game safe for kids?

Ludograph gives Neighbours from Hell: Revenge Is a Sweet Game a rating of 54/100, recommended for ages 9 and up. It delivers genuine benefits but carries design risks that deserve a close look.

What age is Neighbours from Hell: Revenge Is a Sweet Game appropriate for?

Ludograph's rubric recommends a minimum age of 9+ for Neighbours from Hell: Revenge Is a Sweet Game, based on benefits, risks, and content review. That is more lenient than ESRB T: industry ratings reflect content intensity, while ours also weighs how the game is designed to be played.

How long should kids play Neighbours from Hell: Revenge Is a Sweet Game?

Our session recommendation for Neighbours from Hell: Revenge Is a Sweet Game is up to 120 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of Neighbours from Hell: Revenge Is a Sweet Game?

The game's core mechanic involves pranking a neighbor, which could normalize or encourage anti-social behavior. While the violence is cartoonish, it depicts mischievous acts that could be seen as negative role-modeling. There are minimal social-emotional or motor benefits, and no significant compulsion-loop design or monetization risks.