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A jam submission

CoulrophobiaView game page

Find the leaker of classified information before the night is up. The world depends on it.
Submitted by boyfranxx — 1 hour, 7 minutes before the deadline
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Coulrophobia's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#12042.3933.000
Theme#14102.3933.000
Innovation#14942.0512.571
Visuals#15042.1652.714
Overall#15402.0512.571
Gameplay#16931.7092.143
Enjoyment#18251.5952.000

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
You're stuck in a room with 4 potential threats that will lie and cover up information. You need to use your detective skills to deduce who can and can't be trusted before the time runs out.

What code and assets did you not make from scratch during the jam (if any)?
We used free asset textures for some of the materials in the game.

How many people worked on the game?
7

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Comments

Submitted

i couldn't play much cause the web version's viewport makes it really hard, but cool visuals and i really love the music.

Submitted

The controls are a little difficult, but it is a good start to a game. I got somewhere with the clues but just ran out of time, maybe I just missed something obvious in the dialogues but I thought I went through each flow? 

Submitted

I basically got stuck and wasn't able to move around. I found that interacting with various NPCs was interesting; however, once the dialogue option panel popped up, I thought I had to select options with mouse but it was W/S for choosing up/down.

The music is very nice and so is the sound ambiance.

Submitted

In my limited run, I didn't feel like I got anywhere other than to have everyone point out that Gregory was behaving strangely, which I figured out when I talked to him first. Unfortunately, I ran out of time before I found anything useful. 

Using the keyboard to choose a dialogue option and then the mouse to pick it feels a bit too disconnected to feel intuitive.

I liked the fact that the NPCs stopped moving when you got close to talk with them, and it was fun seeing the footprints on the ground behind me as I walked.