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Thanks for playing! Sorry for the delayed response. Your reaction of seeing how to submit the locked room solution was quite enjoyable.

This is kind of off-topic, the idea of a killer simulator is something that's been constantly on my mind; it's just that it's tricky to come up with a consistent implementation. Not in terms of the actual gameplay but a satisfactory game loop itself -- if you make a hypothetical game where you're the killer, to keep it fresh, you need to introduce a kind of randomization/roguelike component to it. And I've been racking my brain for years now trying to figure out how to do it in a way where the randomization components are not obvious after the first few attempts. Do too much randomization, though, and it becomes an implementation mess.

Still thinking of it. I'll get it someday, I'm sure. Eventually.

When it comes to the remote kill, the idea is that Nanjo had pulled on the string so hard when bursting through the door after being shot that it was pulled from the opposite room out in the hallway. It was a small-caliber gun, though, hence why it was less noticeable.

Anyhow, thanks for playing again!

honestly I was kinda feeling like the delayed response might be because the way I solved it was so 'bad', lol. idk, it's probably not the path you were hoping players would go through

It sounds like the killer simulator idea is singleplayer, right? I've heard of Overboard (just lots of branching paths created) and Gnosia (randomization) which kinda do this, but probably aren't what you're going for.

I have had a similar thought about a future game I'd like to exist. It feels like 'social deduction' games with hidden roles don't quite simulate the experience of like, solving a murder mystery or gameboard, just because of the massive amount of hidden info and also there's like a "lack of possible tricks" imo. Like, you can definitely try to """deductively""" solve something in a social deduction game, or try to pull a trick and go 'undetected', but the lying/deception is the focal point there, which means even figuring out the killers involves the chance of not being believed. I also think this wouldn't work too well in singleplayer, as "AI figuring it out" would be luck based.

Thanks for responding :)

oh no no worries -- i can't say i'm prideful enough to consider any way of solving as bad -- as long as it's solved it's solved! that means you can't complain that it was too hard!!

overboard is fun but it's fundamentally a choose your own adventure -- the events that happen are all generally pre-determined so you're just tampering with existing routines. and Gnosia is mostly just mafia at the end of the day.

Thanks for playing!