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I like that you need to filter out relevant clues by examining and cross referencing the items within the game - I was nearly caught out a few times and had to rethink some deductions. A possible mechanic that might be useful is the ability to mark/unmark clues that a player may believe to be relevant, and maybe allow the player to make personal notes.

The ringing phone at the start of the game is a good way to introduce the player to the notion that you need to click things around the room. Personally, I think the items of interest were just about noticeable, as they were quite detailed. This contrasted with the lower detailed environment and so it didn't devolve into a pixel hunt. A possible difficulty modifier to make it easier could be to include an option that faintly highlights items of interest that can yield clues.

The artwork is very lovely and warm feeling. The music felt very cozy for the level's setting.

A low-stakes deduction game in a slice-of-life setting.

Thank you so much for the thoughtful message. I'm glad you enjoy the game!