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Thanks for playing and the feedback!

Yeah I wanted to have elements of my past work with a touch of new ideas and I think thats pretty much what it ended up being. I genuinely had no idea how people would react to it.

This definitely ballooned into a lot more work than I was expecting for the jam, and took form MUCH later than my entries typically do. And while being possibly the most mechanically thin game I've made its ended up being more hacked together than my last two SBIG entries. I think this was probably due to me working on the dialogue trees at the same time I was making a tool to make the dialogue trees with (I'll go into a bit more detail on athat in postmortem). But the setup with the events happening mid-dialogue is what prevented me from implementing the ability to skip dialogue lines. That'll probably be the first major update post-jam.

It's a good point about choosing the safer dialogue options, because I noticed from feedback so far that most players haven't gotten two of my favourite sequences in the game (which were also the most complex to make). The game actually does handle if the player kills all suspects, with some unique dialogue from Officer Wilson, but that doesn't really get conveyed properly through the game I don't think. For as janky as the game is I think there's only one point in the game where the player can get stuck? There's no actual lose condition as it were. Also yeah another player found the bug with Marvin, and I don't know why it happens, but I think I might just leave it because its funny.

Yeah the house layout definitely doesn't do any favours for the movement camera, which is literally just a reskinned unity StarterAssets third-person controller. It ende up being that way because I just pulled the house off the asset store and removed almost all the doors. The prefab for whatever reason is missing some colliders, and due to how the third-person camera script detecting collision it can seemingly clip through walls often.

The dialogue camera I did actually try to setup pre-defined character positions for, but I just ran into enough issues with it that I had to axe it in the final couple days. I'll probably try to fix it post-jam.

As for the mystery I'm kinda sad I didn't have time to make the gameplay more detective-y, but yeah in my opinion it doesn't matter if the player solves the mystery or not, as long as they aren't bored! Also yeah I don't know if I'll be able to top that ending credits sequence for a while...

(+1)

Definitely looking forward to the postmortem!

Shipping without a crucial quality of life feature is rough but it's a position I've been in before.

It wasn't clear that the game would always be completable, but I was also worried about stepping off the critical path and slamming into some game-breaking edge case. As I said, I don't think I could stomach having to restart and claw my way back to where I was.

The ending credits was pretty impressive!