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You're gonna get this a lot, but it's got that paper's please feel. I like how you don't put time pressure on me though. It makes the 1 wrong move until failure a whole lot more fair. They don't always say the exact code words correctly, so it always leaves you doubt in your mind of whether or not you made the right choice. This is great for a game dealing in spycraft. Also love the art. Every face so unique and well done. Thank you for making this!

We don’t mind at all being compared to Papers, Please! I believe a game should have a clear inspiration while adding its own unique twist. This way, players come in with some built-in knowledge and expectations, and we can work around that!

I’d never looked at the game design this way, but now that you mention it, perhaps we did trade the time-pressure difficulties for the challenge of interpreting the daily code in a more vague way. This gives the game more of a "spycraft" feel.

Anyway, thank you for the comprehensive comment and for playing the game!