beautiful game, i am just not very good at it
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Connivance's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #108 | 3.738 | 3.738 |
| Theme | #126 | 4.066 | 4.066 |
| Overall | #215 | 3.612 | 3.612 |
| Gameplay | #276 | 3.443 | 3.443 |
| Visuals | #385 | 3.803 | 3.803 |
| Enjoyment | #386 | 3.443 | 3.443 |
| Audio | #530 | 3.180 | 3.180 |
Ranked from 61 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?
The game is an investigation where most witnesses are omitting details or downright lying to the player. Any of them can be the culprit.
What code and assets did you not make from scratch during the jam (if any)?
The entire game was made from scratch except for the music and SFX (credits in description)
How many people worked on the game?1
Comments
The idea of turning murder mystery into something procedural is really creative, but it does get a little repetitive eventually after havthe same clues to solve the cases. I like how the clues are pretty easy to follow and understand, makes finding the murderer really satisfying. If you are going to keep working on this game, more variations in clues and murders would be great!
ARE YOU CALLING ME A LIER>?! WELL I AINT CALLING YOU A TRUTHER!! Rofl full 5/5s!
(Also Our game is still in need of a few ratings so if you could take the time that would be appreciated <3)
Cool stuff attempting procedural detective stuff. I must admit, I did mostly use the two same clues in playing on all sizes of manor. The following of their paths through the place was quite hard, and partially aggravated by their testimonies being generated and not always feeling very human. I did focus on shoes and being lucky murderer was always in room with someone else who refused to acknowledge their existence :)
Play-through with more feedback:
Oh wow, thanks a lot for the video ! Always a joy to see someone interact with the game directly, it really highlight everything I've failed to convey. Your feedback regarding formating is most appreciated it's something that I've really struggled with.
Guests refusing to acknowledge the murderer when they're in the same room is so easy that it feels like cheating. I'll definitely change that in the future when more clues comes into play.
Again, deepest thanks. Seeing you struggle with the game has been invaluable.
Nicely done. Everything in the game feels intuitive and watching the manor get built is really satisfying. The art style is also really nice and fits well.
I think that the characters could be a bit more varied possessions wise and maybe with a bit of personality to their testimony but for a jam game it's understandable.
Overall well done and great submission!
this is great and has so much potential!
i think in the "who is the murderer?" screen you should show a short summary of the character when clicking on it first (i accused one by mistake because i hoped to get its name first when clicking on it). alse the game clashed on me when clicking anywhere but one of the characters
sus:

I can't believe that crash on the whodunit screen went under my radar, it's the first time I hear about it. Hope it wasn't too much of a dealbreaker.
I'll definitely add more detail to that screen and revamp the testimony system entirely in the extended version. It's been the number 1 complan since the jam has started.
Thanks a lot for playing and for the very useful feedback. I appreciate it.
This was such a good idea for the theme! I love the way the mansion builds itself, and the game itself is super intuitive. You built the menus out well and it all felt responsive in a way that made it fun to click from area to area and read up on testimonies and look for clues.
A minor thing to mention, every now and then some testimonies would be rather repetitive (for example, a lady in the yellow room saying that she moved to the yellow room and then later, moved to the yellow room). Other than that it felt really well put together!
You again ? Thanks a lot for the kind word.
Testimonies are repetitive because the guest's movement is, unfortunately, completely random. They just aimlessly jump from room to room.
Strange testimonies can, however, indicate a lie if a guest move to the same colored room twice in a row or manage to teleport to a room that's not adjacent to the one they were currently in. They'll usually avoid admiting that they've entered the crime scene at all cost.
Combining a procedural manor generator with a Clue-style murder mystery deduction loop is brilliant! The cozy pixel art, manor generation animations, and procedural quirkiness (like guests wearing opposite-gender shoes or leaving canes everywhere) give this entry infinite replay value and incredible post-jam potential.
A few testimony logic, UI, and audio tweaks for your extended post-jam version:
- Testimony Detail & Parsing: Differentiate corridor names (e.g., "North Hallway" vs. "a corridor") so movement paths don't read as repetitive, and split testimonies into interactive dialogue choices to make interrogations feel less vague.
- Item & Vocabulary Sync: Fix minor item naming inconsistencies (like lighter vs. cigarette) so clue parsing stays completely clear for players tracking physical evidence.
- WebGL Audio Buffer: Address GameMaker's web audio cracking/buffering on slower browsers by optimizing SFX sample rates or pre-loading audio assets during generation.
Top-tier concept, charming art, and amazing execution for a solo dev! If you get a free minute, I'd really appreciate your thoughts and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523
Cute pixel art and interesting and well executed short murder mystery game. Enjoyed it and impressed. It being procedurally generated is also a big plus!
Really cool take on a murder mystery game! I liked piecing together the testimonies and clues, and having everything procedurally generated makes the concept way more interesting and replayable. The presentation is really charming too. Very impressive for a solo jam entry!
Nice work doing this solo! I like the art work and the gameplay. The testimonies are kinda wacky sometimes but its not a big issue. The manor generation animation is very cool also!
The details, the idea, and the sound design were all really amazing. Great job!
Quite a funny little game. I was pleasantly surprised realizing it is procedually generated. Visuals are also stylish. Love it!
I really love the concept and the visuals of this game, the animations are well thought out and well executed. However, I had a bit of a problem with interrogating the witnesses, as I’d get information like "I moved to the corridor" repeated 3 times in a row, or half a sentence would be missing. Overall, I enjoyed searching for clues, but I felt the information was a bit too vague. For example, a character would tell me they were in 4 different places and saw another character along the way, but that doesn't really tell me where exactly along the way they saw (or didn't see) them. Other than that, the gameplay is really enjoyable, it's an interesting system, and it's great that you can replay it to solve new mysteries. I also like the brief backstory at the start. It's a nice, complete project that was a pleasure to play. Great job! ♥
The clunky testimonies are, as you probably guessed, a product of the time constraint. Guests do not make any distinction between different corridors so they'll always call it "a corridor" even if they've crossed three different ones. I plan on overhauling the whole testimony system in the extended version.
Thanks for playing and for the very detailed review ! I appreciate it.
Awesome! The procedural generation is a great touch and gives the game some nice replayability.
Followed! I hope there will be an update after the jam <3
rng made me laugh: in one large mansion, every bed had cigarettes, and of course the suspect was a smoker. In another, every bed had a cane, and the suspect was an old man ^-^
It does give some really funny results. Around 50% of guests are smokers, any guest over 50 may have a cane and about 5% of men loves wearing a cane even if they don't need it. You may have also seen than some guests likes to wear shoes of the opposite gender.
I'll be sure to create an extended version when the jam is over, thanks a lot for the kind word !
Great job on your game, doing proc gen for a jam seems like it would be a challenge but it worked well in my attempts. I do kind of wish we could ask for more info from the people in the house or maybe split up the information they give us into a small dialogue, though i’d guess this could get pretty complex for programming. Overall very good especially as solo dev!






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