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(1 edit) (+1)

Woah this is a great review! It's like I'm watching you play.

Very small detail/bug: in the bottles screen, if you move a mayfly around, he is displayed BEHIND the jar’s tag, as if he were inside the bottle.

This is on purpose. Given more time, we'd have put a jar open/close animation so that this made more sense

weird, tells me I fired detectives! :o Is this because I swopped around a bit in the hiring phase??

Yep, but hiring and firing the same detective on the same turn always nets in a 0 reputation loss/gain

The fact that you do not know the tasks before hiring makes it partly like gambling! Quite hard to figure out how the whole system works at the beginning! :o

This is a weird one, because if you were able to see the tasks from the start, then the game would be too easy since you'd be able to always win (or at least reduce losses significantly). This system forces you to think ahead and account for all possibilities. Very rng, but it's possible to take a lot of rng out with planning.

In the task-selection phase, the mayflies are sometimes a bit too close, and will always come back in such a formation! X) I think allowing them to spread a bit would help, especially to distinguish them.

Definitely need to fix this one.

"McFly" XD

XD

I just think some of the management should be introduced more progressively, as it can get overwhelming at the beginning.

Agreed. The complexity was one of the main things we were worried about. However, it would have taken a significant amount of time for mechanics introductions though. We tried to make it so that even if you picked randomly for everything, you wouldn't lose too much (unless you're really unlucky).

Thank you for playing our game and giving such an in depth review!