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Spy Master's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4255 | 2.109 | 2.583 |
Originality | #4374 | 2.177 | 2.667 |
Overall | #4925 | 1.769 | 2.167 |
Fun | #5212 | 1.429 | 1.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You are Mission Control for a spy Agency. You must find the intel without loosing all of your agents and being kicked OUT OF CONTROL
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
As another commenter commented on, it's really hard to tell what the consecuenses of my actions in the game are. I see there are hints of resource management with the limited number of accessories you can give to your agents, but there never was a point where I felt I needed to weight the benefits of giving equipment to a agent vs not. This could be because there is no feedback on what the result of equipping accessories is. There also seems like there is no negative for just hiring new agents all of the time. I think there is a somewhat fun idea behind this is managing agents out in the field and equipping them with the right equpment.
Good work!
I'm sorry, but I don't see myself having too much fun playing this, especially not again. The art and audio are pretty but weren't created during the 48 hour time slot. Still, I'm glad I got to play your game :)
I like the idea of controlling spies and sending them on missions with gear.
I had a hard time figuring out how the equipment related to the missions. I also didn't like not know the chance of success ahead of time. It's not fun to see that what I thought would work actually only had a 5% chance (for example).
I'm not sure what the core gameplay challenge is. Is it to use reasoning to figure out which equipment is best for a given agent on a given job?