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This was nice! Here are my points:

- Original and interesting concept;

- Would have beneficiated from getting the info about the case ahead of time, like that Wario was in county and such, would have helped make better decisions about which mode to switch into;

- Noticed the different pace in the music but couldn't tell what it was linked to, either fast when being bad cop or fast when suspect was lying;

- Game conclusion says Try Again even after the case was solved;

- Assumed I had to assess if the suspect if guilty or innocent, until I realized I needed to break him into confession;

- Was impressed with how well the dialogue worked between roles and suspect's answers, felt pretty flawless;

- Noticed than switching roles during suspect's answer seems to interrupt the answer, would probably be best to only switch role after the answer has concluded.

Thanks for the detailed feedback! Some of these are just bugs that resulted from fixing other bugs or removing other levels. I wish it was more complete, but it was overdue already lol.

Pace was related to emotion. They talk a bit faster and the music speeds up when the conversation hits a more critical point. Times where suspect is about to snap, and the wrong decision ends the level, so it's there to put pressure on the player. I didn't think people would associate it to lying, that's a good insight.

Haha, I actually spent a good deal of time working on proper interrupting. Like I felt the player should have the agency to interrupt the suspect even though there's no game purpose.