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I really dig the black and white aesthetic, it goes well with the grim setting. I'm also really impressed that you managed to create a story-based game for this game jam. The story is well-executed, and it's just short enough that allows for multiple playthroughs. 

The only thing that I would probably change is to make rolling the dice have equal cost no matter what you roll, because I noticed that sometimes the worst case scenario are the higher number rolls. When that happens, there's very little incentive to reroll for a different option, because you might just roll a 6, then get a huge penalty plus take the worst route anyways. I also think RNG in choices usually don't suite a storytelling game like this, but for this game specifically it works because it's short, so you can run through the game multiple times with different results.

Overall, fantastic game and a great entry. I got multiple endings, from killing the king to talking him down. Nice work!

It was supposed to be that that safer choices have higher number rolls.  But keeping my design philosophy consistent across the game was tough given the time constraints cause endless mind freeze during development.  This is apparent in the very first scene as the dangerous choice is in the 1-2 slot.  So you are indeed correct.  There are a lot of brain freeze things that need to get fixed.  Like how on those death roll sequences is say 5-6 is the safe range when its 2-6.