I love the art style of this game! It reminds me a lot of the game Beholder and its style. I've never seen a detective based game with a fill in the blank mechanic but I thought it was really smart and cool! I wish there was a way to skip through the introduction dialogue or at least have it play once but I also understand that the introduction dialogue was used to help sleuth out a little info. I think everyone should be introduced with a simple greeting followed by an analyzation action. Also, I entered the secret area and did what was told. So I win twice!
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How does the game fit the theme?
The game contains dialogues with shady characters that shouldn't be trusted
What code and assets did you not make from scratch during the jam (if any)?
All the code was done by me
All third-party assets credited in project page
How many people worked on the game?1
Comments
Love so much the art direction and how creepy it looks. Game's idea is on theme ofc and those 3 to 4 small mechanics all working with mouse with mouse was a good idea. Maybe next time try saving more time for UI polish that's all. But really really great job you've done over there <3
I like how you did the characters! As others have mentioned the dialogue system was very confusing. I think an example may have helped. Well done.
Well you did a solid job with the visuals and atmosphere. I'd like to learn how did you do that! Also hey I clicked like 200 times on gentleman and didn't win D: . Jokes aside it was neatly done for a solo game dev. Congrats on your efforts.
The atmosphere of this game is great. I really liked the secret, chuckled a good bit at that.
Other than that, at first I didn't really know what I was doing until I found the first item. But the best I got with that at Granny was Failure -0.0 so idk. Also there are like 100 typos in the game (and a lot of missing periods) and having to listen to the characters intro again every time is a bit annoying.
Thank you for playing!
I am feeling guilty still for adding this wheel, didn't managed to come up with better idea. At the time of development is looked like a good idea to force player vacuum all the dialogues and memorize character personality cues, but now i see it adds too much friction for player
Text was re-written several times with solid A0 english knowledge from watching youtube dark souls lore videos, so I will try to thoroughly re-read and re-write all the text errors in post-jam version
The look and feel of the world is great. I also feel like the characters were generally well written. However I felt there was quite a lot of friction exploring what they had to say in how you had to repeat the initial greetings before getting to the options each time. And I never understood the hints they were supposed to give off so I had to brute force myself through the granny wheel. And then I couldn’t really be asked to click through the brute’s options to force their wheel too.
The UI had a few problems, but it was manageable.
What I liked the most though was the atmosphere and finding the secret.
Play-through with more comments:
You really nailed the aesthetic! I also loved the 2.5D sprite look for the NPCs. Combined with the sound design, it immediately builds a wonderfully moody, eerie atmosphere.
I feel like I missed a crucial step somewhere, though. Besides the vodka, I couldn't find any real clues, the suspects didn't really want to talk to me, and the hermit was nowhere to be found :(






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