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(+2)

This was the greatest game about being a God of Incarceration I have ever played!

So far as my thoughts go, I do wish that I had a full-screen option, since it was hard to see and precisely grab the inmates at times (though I did notice you had a bit of a larger collider for grabbing than the actual size of the inmate, so kudos to you!) -- still, you could get away with a larger resolution in a game like this since the art is so simple (a compliment!) and iconic.

If you want to run with and iterate on this idea, consider:

  • making the guards draggable and droppable too (maybe they are and I missed this, but it would make for some interesting strategy to be able to "deploy" guards to trouble spots
  • introduce a losing state to each level by having the prisoners literally break the locks on the cells they spring their friends from -- I noticed there are more cells in some levels than you would actually need, so you could make an interesting challenge there, perhaps.
  • You could make some truly sprawling levels if you have a fullscreen option and the ability to zoom in with the mouse wheel (or a button or something).

Considering the time constraints, this is an outstanding game. Great job!

(+1)

Heyho! Thanks for playing. I agree about the full screen point - was kind of a case of leaving it at the default screen size for too long until it might have broken something to change and I just wanted to sleeeep. But I agree, should have changed screen size from the get go. Thanks for noticing, we did indeed increase the hitbox size of the prisoners as well as allowed a few frames of wiggle room if the player clicked to the side of a prisoner and then dragged their mouse onto the prisoner to correct. But yeah, bigger screen size would have been a good thing.


On the points of improoooovement,

  • In terms of draggable guards, they are :) though I wish that they guards felt punchier. Making the decision to avoid messing with pathing in 48 hours limited the design space a little - one of the things that an iterated on version would have to implement.
  • We agreed that it should have some manner of additional failstate, but were running low on oomph to do something complex. We debated adding a simple time limit, but felt that that might have frustrated more than helped and decided to leave it sans fail state.
  • True! That'd be super sweet. Though, I feel that bigger levels would require more mechanics to make the gameplay a little more diverse. I'm not sure bigger would have been better without some more diversity in the content that we *super* didn't have the oomph to put in. Still, I agree that it's where we'd go if we iterated on the idea.