Thanks! It was slapped together very quickly but I'm happy with the final result for a jam game.
Mythos Interactive
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When I first booted up A Model Husband, I expected just another run-of-the-mill indie game—maybe some pixel art, a catchy chiptune soundtrack, and a storyline that’s just deep enough to justify my inevitable emotional breakdown at 2 AM. What I did not expect was a game that would single-handedly revolutionize game design, change the course of history, and—dare I say it—get my mom into gaming.
Yes, you read that right. A Model Husband didn’t just raise the bar; it obliterated it with the force of a thousand Smash Bros. tournaments. This game is so good, it could make even the most cynical of gamers shed a tear (or at least question their life choices).
When I first booted up A Model Husband, I expected just another run-of-the-mill indie game—maybe some pixel art, a catchy chiptune soundtrack, and a storyline that’s just deep enough to justify my inevitable emotional breakdown at 2 AM. What I did not expect was a game that would single-handedly revolutionize game design, change the course of history, and—dare I say it—get my mom into gaming.
Yes, you read that right. A Model Husband didn’t just raise the bar; it obliterated it with the force of a thousand Smash Bros. tournaments. This game is so good, it could make even the most cynical of gamers shed a tear (or at least question their life choices).
How can I get this to work? The initial screen is all I see.
Edit: The game worked today. I'm not sure what the difference was but I got to play a bit. Interesting concept but really confusing. There seems to be an inner working to each interaction and I guess the point is to try to learn how each opponent behaves, but that isn't made clear anywhere and feel more unfair than challenging. Personally, I wouldn't brag about finishing in "way less than 48 hours", but that's just me.
Here are my thoughts in real time as I go through the game:
It's not obvious that you can't move until a certain point. I thought the game was broken. Very minor issue but might be worth mentioning in your description.
The throwing mechanic is solid but feels sluggish because the button triggers the animation, not the attack. I would recommend throwing out the dice immediately when the key is pressed.
graphics and atmosphere are amazing!
This is super fun so far. I would play a full game like this if it had this humor and charm.
"That one's gonna leave a mark!"
Lot's of empty rooms :( I want more dice!
Ok... That's enough dice now. I'm invincible!
Overall, fantastic game! Keep developing it and I'll be your first customer :D
The music and jokes really pull this together for me. The mechanics are smooth and the dice feel controllable and wild in just the right ways! You should add a few more instructions to the game's description: do you need to roll higher than your opponent to advance?
Overall, very well done for a 48 hour project!
Thank you for the praise! It's nice to hear that you can relate to the themes I tried to implement in the game :) I don't personally have experience in the medical field but I have a few close friends who do and I tried to present the struggles they face from my perspective. I have much respect for anyone who works in the medical space. I would be honored to have you share my work with anyone you think it would benefit! You are also welcome to use anything you find in my games to make your own games and learn from on one condition: you have to link your game here when it's ready so I can play it!
Hey, thanks for playing! We appreciate that you took your time to leave a constructive review as well. Skipping the cutscenes was actually part of the finished build, but we kind of messed up and uploaded an unfinished one last minute. Interesting to hear about the grip on Vive. I only used the Quest 2 to test on my machine. Hmm... we'll definitely look into better grip options for weapons if we do a full release :) Thanks for the suggestion!