the visuals are astounding!
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Wolf, Sheep And a Sack of Meat's itch.io pageRate this game
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If you used the SCREAM ROULETTE, what results did you use to inspire your game?
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What engine did you use to make this game?
Godot
Comments
Even though it doesn't have all the features you wanted, this is an incredibly polished game for the time you had. And that Intro was great.
That's a really cool concept. I'd be so interested in seeing a longer version of this game, especially if we had a bit more interaction. Those character designs are gorgeous, I would love to learn more about all of them.
Also the little animated intro was great. :D
Intro - Peak
Gameplay - Legitimately nerve racking (love mystery and horror)
Outcome - Great Job, you really got me hooked!
Wonderful premise and strong writing. As others have said, this has a strong foundation to fully develop the concept outside of the jam. The premise of managing a group with unknown characteristics and interactions is excellent and opens its way to some very interesting design approaches if you so wish. Basically, the game functions as a problem-solving puzzle: can the player identify the interactions between the characters and their likely nature before resources run out or everyone dies? Having traits to complicate this works well so it isn't obvious who the wolf is just because a person dies. It's almost like a little self-directed game of Mafia. Complementing that is some very effective prose about harsh survival and some nicely fleshed-out characters. The palpable fatalism helps set the tone, you could say.
In terms of constructive feedback - well, it depends where you want to take the game. If you take a more narrative approach, probably best to keep it linear, more staggered, and let the player explore the characters and build on their stories before they get dispatched and one specific character is revealed as the wolf. If you want to take a more in-depth design, I think there probably needs to be more thought into how the player can use problem-solving strategies to build theories. There aren't many chances to make a mistake given how few characters there are. Balancing how the traits, if any, could be signalled to the player with the progress of the deaths, or making the traits revealable in some way (i.e. as in Mafia, investigation can reveal a trait of a character every night) will help make the experience work well.
This is a very exciting game with great set-up to see the concept through. It already does something very cool, but I feel like you have a good path forward to really nail this and complete the vision. Great work!
Thank you so much. I am actually amazed you grasped the concept I tried to go for from such a mess of a prototype! But absolutely, good feedback, I am thinking of developing the game further and hopefully establishing a more coherent gameplay loop for it, which indeed first thing first is to get more of that problem-solving strategies into there I had planned but couldn't implement in time or just in general come up with more to balance it out and drive in the idea better ^^ Thank you for the suggestions and excellent feedback!
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