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I really like this entry for the theme of unintended consequences. It reminds me of games like "Yes your Grace" where that was also an element that always worked nicely and required careful consideration! I thought the sleep screen was a nice representation of what was going on and I liked that the menus and options were presented through the phone and radio. The graphics of the mayor's room are lovely.

I didn't quite finish the game because I couldn't tell how long it would go on for or what the end-state would be and since the NPCs repeat a fair bit I lost steam on day 9. Obviously more variety if you keep working on it would be great, but it's a lovely scope for the jam!

Couple thoughts on improvements if you do want to expand the game:

- I thought the text box swaying left and right made the text at times a little hard to read

- whilst Y/N makes sense thematically, I don't find them the easiest keys to navigate whilst casually answering requests

- I found the  mayor's room and idea so nice, it threw me a little that so many fantasy characters keep coming in. I loved the alien, I think that works with the time-period the game has chosen to go for, but wizards and blacksmiths and necro spirits always took me out of the world a bit, and made the town beyond the window less immersive to me. I wonder if it would feel more cohesive to reskin these NPCs as something more modern-day appropriate. The potion seller could be someone who wants to set up homeopathy treatments in town, the dark spirit could be an official looking occultist, etc.

Great game!

Thanks for playing my game, I’m glad you think it’s a good contender for the theme. I did take some inspiration those types of games, also one called Sort the Court, but I think it turned into something more unique which I’m pretty happy about.

The game running out of its charm after a few days due to the lack of variety is something I really want to improve. Initially, I wanted to throw in way more NPCs than there currently are in the game, but just didn’t have the time. And it doesn’t really have an end, I wanted to leave that up to the player to decide when they want to call it, but some end game content would work nicely.

I’m still transitioning from my art sucking to it being considered decent, so it’s a bit strange to hear people like it, but I appreciate everything you said about it! The 3D UI was something I felt would fit really well with the style of the game, so like 30% of development just went to that. And the sleep screen is definitely something I want to improve if I update the game in the future, maybe. I’ll even make it 3D.

And thanks for all the feedback! I might add a toggle to enable box swaying, or even just reduce it so it’s more readable in the future.

I wasn’t actually that aware of the Y / N keys being a bit difficult to navigate, but that’s why you’re also able to click them physically on the screen. However I should probably make that more clear to the player, as the tutorial brushes over that functionality a bit.

Finally, about the NPCs, thank you for bringing this stylistic issue to light! Due to me taking inspiration from the more medieval games like this, I kinda defaulted to using some of their characters as well, but you’re completely right that some of them don’t fit! I need to make the game more my “own” thing, and build some characters that fit in better haha. I really like the suggestions you left for reskinning them, so thanks for that!

And of course, thank you so much for the detailed feedback. I really appreciate it! :D