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(1 edit)

Heh, from the perspective of playing it, there was no reason for me to expect (while thinking I had solved the case) that it would be about how I call. It wasn't even on my mind, I just cared about whether I guessed the correct suspect or not, and the game was telling me that's what it was about. I think it also goes against something that has been in most point-n-click adventure games since the 2000s, which is that usually you can't get to a dead end through bad choices, you will always eventually make it if you try everything. It's either that or your choices matter all along and you learn that early. In your project, up until the phone call, your game followed this unwritten rule as well, so it feels arbitrary to throw that in there at the end for that reason as well.

Anyway, not a big deal either. :) Congrats again on a great project!

(+2)

Oh, we had internal discussions about dead ends, soft locks and canonical truths to no end. But given the scope, time frame and the fact that basically everything in this game was done from scratch, every decision was final in its first iteration.

Even though I still like the Cluedo inspired randomization of the perpetrator and clues it did hamper the writing a lot. Not only did we have to have two versions of every letter and voice memo depending on if the person was to be exonerated by the clue, they also had to be logically consistent in either combination.

Anyway, thanks for playing!