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(1 edit) (+2)

Really nice game, especially for a first jam! And interesting take for the theme "family". The Mafia atmosphere was on point. The gameplay, narration combined with timer, reminded me of Cultist Simulator, and worked very well. UX, tutorial, and story and were also great.

The main thing that I think could be improved is that, besides the story cards, I don't feel there is a lot of strategy. I basically just put as many characters as available on the first card coming up, then on the second, etc... the main difficulty was just grad-and-dropping quickly, no need to read the cards' outcome and anticipate. Basically the game was forgiving enough to let me play with that simple strategy, and I would have liked situations where I have to make meaningful decisions: eg. I either focus one card and sacrifice another, or play both half-filled. (Though other comments bellow said they found the game hard, probably due to different luck with the rng.) Ideas to make decisions more impactful: Cards with a filled line of character have a "bonus" win-rate / Some cards are not failed when ignored (but become fail-able if you have at least a character) / Some rare cards need 4~5 characters, or have a very short timer, or freeze characters for longer / etc... (Probably not all very good ideas, because it can add unnecessary complexity to the game, but hopefully my message is more clear.)

I would have also liked that the endings take into accounts the earlier decisions you made, like what characters are still alive, or your reputation. And the proportion of endings I reached, so I can enjoy unlocking all of them, and be sure I didn't miss out on anything. :P

Anyway, great job, and I hope you'll keep enjoying participating in game jams!

(+1)

Thank you very much for that very detailed feedback!

First of all, we're really glad you enjoyed the game and want to know all the endings! :P Your suggestion about putting the number of endings somewhere is interesting! I think I'll make a spoilers section on the page of the game!

Then, we, angeldust and I, totally agree with you. We basically enlarged the scope too much during the development, letting only little time for balancing, or pushing the ideas. Moreover, I left angeldust alone on this part (because he is waaay better than myself at game design and because there were so many bugs to fix), so it was really tough given the tight deadlines. In any cases, thank you for your suggestions, we will think about it!

(+2)

Great suggestions ! Those were our after thoughs when the jam was over...

Thank you very much :)