Yeah this is like those old escape room games you would get on the iPad in the old days. Peak.
Play Detective Fiction
The Last Exhibit's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme Interpretation | #137 | 1.526 | 1.600 |
| Scope & Completion | #142 | 1.478 | 1.550 |
| Gameplay & Core Idea | #144 | 1.478 | 1.550 |
| Overall | #148 | 1.440 | 1.510 |
| Technical Execution | #151 | 1.383 | 1.450 |
| Polish & Presentation | #153 | 1.335 | 1.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members and roles
Archivist-Astra — Solo developer. Game design, narrative design, art direction, implementation, integration, testing, and production.
How did you interpret the themes?
We interpreted GENRE COLLISION as a structural collision between detective mystery, evidence restoration, and adversarial deception.
In The Last Exhibit, investigation is not separated from the simulation layer. Evidence is something the player physically handles: cleaning a surface can reveal a clue, destroy a trace, expose a mechanism, or change what another investigator will later be able to reconstruct.
The Story mode combines classic deduction with restoration and evidence manipulation. Duel mode pushes that collision further: one player alters or preserves evidence while the other investigates the physical record left behind, without access to the first player's hidden actions or checks.
Our goal was not simply to place several genres side by side, but to make them operate on the same objects and the same information.
The submission form references a sealed second theme, but we were unable to locate its revealed details on the jam page, so this submission addresses the published GENRE COLLISION theme.
What are you entering?
Engine and tools used?
Built with Godot 4.7.
OpenAI ChatGPT and Codex were used as AI-assisted development tools for programming, debugging, localization, UI implementation, production support, and iteration.
OpenAI image generation was used to create selected visual assets and concept/production artwork. The game's design direction, narrative structure, gameplay systems, art direction, integration, testing, and final production decisions were handled by the developer.
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We are not entering this prize track
Synty Challenge
I am not entering this prize track
Which Synty assets did you use?
N/A
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation





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