I used to love playing point-and-click games. Good job.
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Detective Story's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals & Audio | #23 | 2.071 | 2.214 |
| Polish | #23 | 2.138 | 2.286 |
| Theme | #26 | 1.604 | 1.714 |
| Gameplay | #27 | 1.804 | 1.929 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I also cleared level 2 thanks to screenshot while the other levels were easy...
Felt too short
Was able to beat level 1 easily B)
But at level 2 i got everything except the final feather, i gave up on it, so i saw a screenshot from you in the comments and then found it ! :D
Well made !
The game is not bad, but too short, I would like more levels and a penalty for wrong clicks.
The aesthetics of this game is quite unique but it works together. I do wish the gameplay was slightly more challenging or objects were more 'hidden' but as myself who had a click game, seeing another clicking game is great :D The banana meme cat is in there 😂😂that gave me a good laugh
Finished the game!
- It seemed like I could just click on everything in the scene without looking at the list of items -- it was way more efficient than actually looking for each item one at a time.
- What happened in the finale, and which conspiracy theory were you shooting for? I didn't understand this line: "cats control humans with a sarcophagous"? (or something along those lines)
Given that hunting for objects is the core mechanic, I do think that's very important to make perfect. The sound effect of finding an object, the small sparks, and the cross off animation are all great. However, many objects blend in with their backgrounds. I think the challenge in point-and-click is either
- make it obvious what's clickable and players figure out the interactions between objects (i.e., machinarium, samorost)
- hide the object in the clutter. The object is still easy to visually distinguish -- there's just too many objects to naively click on them all (i.e., hidden folks).
In both cases, I feel aesthetics drive the game, because staring at the same image for minutes on end has to be pleasing. Here, neither seems to be true, so I'd suggest either adding interactions between objects -- maybe I click on a couch to move it, or I open the window to let the pigeons in etc. -- or focusing on the art and adding more visually-coherent clutter. The contrast between renders and arbitrary objects here makes the scene okay to look at and not at the level of "pleasing".
Despite that, there's clearly a story and the gameplay is clear, makes sense, and there's a sense of completion. I do this it's missing the secret ingredient that makes point-and-clicks sticky though.








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