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How does the game fit the theme?
liar
What code and assets did you not make from scratch during the jam (if any)?
d
How many people worked on the game?1
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Comments
Fantastic flashcard-style deduction game. It feels very underrated right now! It's a pity that the text heavy nature and complex rules might be scaring some players away.
Thank you!
Working on making the game easier to get into.
I think this is a well thought game, with a solid mechanism behind.
But it was kind of hard for me to get into it. It is a little complicated and text heavy.
While eventually I did the tutorial 2 times and I kind of understood how to play, at times it still felt more like I was lucky to guess, not fully understanding the rules.
I managed to save a few villages.
But if you were to continue this, I think more visual elements would help, like giving a face to the villagers and somehow making the game much easier to get into.
But I appreciate the work you put in the complexity of the game! Like the mesmerizing demon, making the adjacent villagers to lie, that's a very neat idea!
Thanks for your feedback! Really valuable.
Working on making the game easier to get into.
Hey again I thought I'd make a new post for this chonker.
I had a blast playing your game, for more than 6 hours already. It was quite tough to get into at first, but once I got past that first hassle it became more fun. It most definetely helped too that I am genuinely good at the logic of these kinds of social deduction games, however I am a bit tired after the jam. Great, now that you know I am a bit tired, let's move on. I made a sorta randomly ordered list of stuff that stood to me while playing. Most of it is opinion so be aware.
I had quite a lot of demon 11s, I think that makes thematical sense and it's kinda sad that it was a coincidence.
It might just be me, but I keep making the mistake that I say "it says one, so it would be two if he was evil" which is the direct opposite. That's of course because it says that when they're evil they up the number by one, when in fact that's already happened.
For a game jam I think there are a bit too many rules a player has to learn to beat level one. I don't think it's absolutely necessary to have this many normal abilities of the bat. The problem is that if you get only one of them wrong the whole puzzle falls apart, as happened when I misunderstood the chef-esque one. The game was much more fun when there was only one, maybe two, new mechanics in a new level rather than more. New mechanics are take quite a bit of effort to learn, but add a ton to variety, so you really need to not over do it. You did this really well though with your game. You do genuinely grow the complexity over time in good way, to the point where I could test my theories about the new mechanics without worrying too much about whether I understood the old mechanics well. One thing that's very well done is how ties always break left, .
For an improved tutorial I would like all the hidden numbers to be visible for one round, and made very clear that you wouldn't see that in the actual game.
I would have liked a way to see the entire rules book somewhere. The main information I forgot was what Numbers evil players could occupy, for instance I was convinced that they had to be primes. And sometimes I just didn't know some specific interactions: can puppets play saints? can the warden seal the demon's testimony?
It would be nice if you could cancel the usage of the slayer ability for a moment
Not really about the game, but I'm having a blast thinking about you frantically panicking typing "liar d 1" 5 seconds before the deadline. hahaha
I just want you to know I noticed the slight difference in music when you have finished a case. I think the music was whacky and fun once I got the hang of the game, but while learning it I admit I turned it off as it is a bit distracting with all the offbeats.
You can already see what testimony is being witheld by the warden by hovering over info. I don't think that's intended?
On case 7 I had the original demon right from a seat testifying that the nearest number that's higher is 3 seats away, and there was no way a good number could be secretly modified downwards. Not a big issue, but kinda annoying after I put in a lot of time creating other theories.
Update on that last one, it happened again in case 8...
I'll say that after those last two rounds I'll definetely take a bit of a break, but if it is refined a bit better I think I could genuinely keep playing for days on end.
I still don't quite know what the Chancellor does. Does it take the nearest seat that is a multiple and then base his quotient on that? or does he create a quotient and then search for the closest seat that is a multiple of exactly those two numbers.
I think the slayer is a bit whack. The only time his ability is useful is when you are about to zero him and just want to get a tad more information in the case you're wrong. This may also be because I'm a bit of a perfectionist and refuse to make a best guess
About best guesses, I'm pretty sure I had a round where it came down to a coin flip. I might be wrong though. It was in a round with a slayer in play, where I could probably have deduced which one was evil because the slayer would miss if they were good because he only hit if they weren't the number they were. In hindsight, maybe it wasn't a coinflip
After writing that last one I realised I don't have much more to say, so here's my final opinion: cases with outsiders were the most fun. That's it, thanks for reading, here's an emoji: 🗿.
Wow, thank you so much for writing all of this—and for playing for over six hours! That is honestly incredible, especially after the initial learning curve. I’m really glad the game became more enjoyable once everything started to click.
Your feedbacks are really valuable, like the first case introducing too many rules, the confusing wording around modified numbers, and the need for a complete rulebook. I'm working on optimization over these. Showing all hidden numbers during one tutorial round is also a great idea.
Also your points about Slayer, Chancellor, and Warden do make sense. Will be better in the upcoming updates.
I’m also happy you noticed the music change after completing a case! And yes, “liar d 1” was typed with exactly the amount of last-second panic you imagined.
Thanks again—hearing that you could keep playing for days after some refinement means a lot!
I really liked the concept. Good job!
Thank you!
Hey, with the information about adjacent pairs in the whole line, does adjacent pairs mean: XXYZZ, where Y is the seat itself and the two others are the pairs? So the number would be 0 1 or 2? Because it seems my first instinct of
l TT l is wrong, basically the chef from blood on the clocktower. Man it's hard explaining these things with letters.Your first instinct of chef is right. It counts the pairs on the whole line. But not itself.
For instance, a number learns that there're 2 pairs of even. Then there might be 2,4,6. Or 2,4 ... 6,8.
I reached an issue, I can't scroll down on case 5 to see stuff.
Thx for feedbacks! Fixing right now.
I noticed you updated the game, but it still isn't fixed.
didnt really get it but the color of the typo really doesnt help either. mayber work on that some more to make it possible to learn the game without getting super close to the screen. it sounded like there was an intersting idea here, I just could not read the rules very well
Thx for feedback! Sry about this; I changed some assets just before the deadlines and didn't have enough time to change the font colors.
It's a game about reading the testimonies above the numbers and then trying to find who's lying. Then execute the liars by switching to the "zeroing" button and selecting the victims. (It's like Demon Bluff)
Updated. The texts are readable right now.
How does the game fit the theme?
Ones are liars.
What code and assets did you not make from scratch during the jam (if any)?
Ransom Note Style Cut Out Letters.
Black and White Newspaper Letters Numbers Cutouts