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A jam submission

Small Town MurderView game page

Submitted by HeavenlyBorks — 2 minutes, 27 seconds before the deadline
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Small Town Murder's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#4942.5103.000
Engagement#5262.3902.857
Overall#5602.2712.714
Overall polish#5991.9122.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

A kinda raw and don't gives the player much control like skipping dialog. The idea of a investigation game is good. 

Submitted(+1)

Not bad for a start! All the things I could say have already been said so I won't reiterate. Hope to see you in another jam in the future!

Submitted(+1)

Really good first try! I'm glad you made it in time! This looks like it was a lot of work to set up, and I'm glad you see your shortcomings. I think the other comment says a lot of good stuff. The only things I have to add are 2 very specific things and 1 general thing:

  1. When I was near the vial in the demolitionist's house, I got frozen in place. At first I was afraid the game had crashed, but it looks like it's just triggering that timer without showing the text.
  2. Sometimes, especially inside the inn, the beige-white text would overlap the beige-white walls of the building and be hard to read.
  3. I am not sure you need a bunch more mechanics to make this an interesting game--just make it engaging to talk to the characters, in part by, like you said, really working on the dialogue system, but also just by making them have a little more personality. I think you have most everything in place for some interesting stuff to happen, and it almost happens, but then it's over. I know it's because you ran out of time, but I am genuinely curious about our conversation with the librarian and about the lower-right-hand house in the town.

Anyway, good job! It was my first time making a game, too, so I'm glad there's someone else here like me. If you make an update I'll probably play it!

Developer(+1)

Hey, thanks for the feedback!

I noticed the first problem too, the game is playing the text fadeout animation from the previous interaction and so when you interact with the next object, the text changes but it stays faded out.

I was thinking about making the dialogue text a different color, or maybe give it a background so you can see it better, but the different colors looked odd to me and I decided it would have to be good enough for now.

I'm kinda sad that I couldn't give the characters more dialogue, or that I couldn't give the player different dialogue options to choose from, just to make interactions a little more interesting. I was going to add a 4th suspect, which would've been in the bottom right house, but I didn't have any time left.

Unfortunately, I doubt I will update this game. School starts for me this week and my mom is already fed up with me being on my computer all day. I will keep all this stuff in mind for future games though. Thanks again for the feedback!

Submitted(+2)

Alright, I know this is your first game so you have plenty of room to improve on, so I'll try my best to be as constructive as possible:

First part, from the pure gameplay standpoint.

Aside from the obvious lacking of music and sounds, the walking physics feels bad. Likely because the collisions boxes on the objects are too big, and walking against an object doesn't stop you, but just keep rubbing your character against it causing the whole screen to shake. When you hold down to exit through a door, it takes a second to fade back into the world, at the time where you are still able to walk downwards, which ideally obviously shouldn't happen. The world feels pretty empty too, the background colors make it feels like you are walking on nowhere, and not a single NPC is out on the world. Ideally, you should be able to interact with the world/NPC using a button instead of just walk against it. 

Some nitpicks apart from that would be some small designs issues like the castle not shaping like a castle and doesn't have a throne, the houses feel empty and stuff like that.

Second part, regarding the story.

Well, as a narrative game, the story is obviously lacking because it just boils down to less than 50 lines of dialogue. But ideally, when you are writing a extremely short story, you should not waste a single line just because of chekhov's gun, which most dialogue holds up pretty well, just some of it didn't. For example, the gunpowder line, which was supposed to be a hint to tell that the demoman was the killer, but was never mentioned again outside of the observation itself.

Most Whodunnit games have really linear storyline, but ideally you want to at least let the player make some amount of decisions, even if when they're wrong you just fail them, I can't tell you if my input actually affects the outcome in the game. Which the game has the excellent settings for it, after all, you are just a stranger passing by, who's gonna blame you for putting the wrong person in jail?

Some other nitpicks regarding the plot is that there's some pretty jarring plot holes, such as why would a king live in an inn that's walking distance from his castle, the knight just put his complete trust behind a stranger he just met 5 minutes ago to investigate the death of the king, and demoman just leave his murder weapon lying around, and how the maid from the inn didn't see the murder happening despite standing right outside the door which means she must have known who came in and out of the room, etc, etc.

If you are still interested in making detective games after the jam, I highly recommend checking out this video https://www.youtube.com/watch?v=gwV_mA2cv_0, which discuss a lot of aspects of detective games mechanics 

Developer(+1)

Hey, thanks for all the feedback. I'm not going to blame everything on lack of time, but I was definitely planning on letting the player choose who they thought the killer was. 

I did think the screen shake was a little annoying, I'll find a better way to do collisions for the future and I'll add an interact button too, so you don't have to walk into people to talk to them.

I also feel the dialogue system was kind of rushed, next time I'll make an actual text box for it.

I noticed that the environment was kind of plain, it felt pretty empty. Some other NPCs or some interactibles could definitely help with that.

I'll watch the video you linked, it could help me with future games even if I don't make a mystery game next time.

Thanks again for the feedback, I'll try to include and improve on all these things for future games.