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Don't Kill The Crew's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #115 | 2.860 | 3.000 |
Graphics | #125 | 3.051 | 3.200 |
Overall | #158 | 2.670 | 2.800 |
Authenticity (or, Creativity in use of resolution) | #183 | 2.860 | 3.000 |
Gameplay | #197 | 1.907 | 2.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Theme Interpretation
**You Are The Environment**: The AI controls the environment to stop the Imposters.
**Peaceful**: The AI must avoid causing harm to the crew while defending the ship.
**The Main Mission Is a Side-Quest**: Protecting the ship is crucial, but ensuring the crew's safety is paramount.
**Unconventional Weapons**: Use environmental tools and systems instead of direct attacks.
**Attachments After Attachments**: Overcomplicate systems to slow down the Imposters.
**Aaaaand It’s Gone Forever**: Lose a system, and it’s permanently disabled.
**Frick Around and Find Out**: Trick Imposters into sabotaging critical systems, potentially enabling lethal countermeasures.
**All Systems Have Broken**: Manage the final stand with what’s left.
**Self-Destruction For Gain**: As a last resort, initiate self-destruction to take out the Imposters.
Tools
Aseprite, Krita, and Godot.
Lessons
Scope way better and get the game loop done first.
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Comments
Ah, that’s all a bit too much for my brain, but it’s bloody clever! Really cool idea!
A little hard to get the hang of in the beginning but overall great! loved the audio and the visuals. cool puzzle game.
If I could refine some aspects it would be to make the gameplay more clear, and make the actual win/lose conditions better communicated in-game. I'm going to update the description of the game soon to at least help out a bit in that regard. Thanks for playing and taking the time to leave feedback!
A perfect example of how to make a player forget about low resolution. The game looks and sounds as good as it can at 64x64. Didn’t figure it out right away, but still managed to save the team on some attempt.
Thanks for checking it out! Definitely spent a big chunk of time polishing the visual layout and the "feel" of the game that in retrospect I would have liked to better spread towards getting the gameplay more refined and clear.
Really impressive! The rules of the game are a bit lost on me, but the visuals and mechanics are really well done for this limited timespan. I would love a short guide on how to play :)
Don’t feel bad, the rules got a bit lost in general by the end 😅
We liked the idea of discovering the objective while playing, but we also didn’t get to include as many context clues or direction as I would have liked. I will update the game page soon with some basics!
The main thing in this final build for the jam is that the imposter crew will set fire to the ship when interacting with it, and the real crew will simply interact with no change, or repair active damage.
The goal being to use the limited field of view to try and keep track of who is causing damage and getting rid of them, while not accidentally killing a real crew member. If the progress bar on the top fills without >=10 work areas damaged it’s a win. If you kill all the real crew, or the imposters damage enough of the ship, it’ll be a loss.
Thanks for taking the time to check it out!
Revisited this with your explanation and finally, I didn't kill the crew :D Thanks for the help!
The Music and SFX made it all come together for me! Cool puzzle game.
Thank you!