Thanks! Both of those games were inspiration. I just thought it might work well combined with a runner style of gameplay and it worked pretty well.
smuz
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Thanks for the input! Yup, I intended it to be about how the characters talk to each other, not what they actually say, so it's good to know that it works with neurodivergent people as well.
I did lose interest in making it myself though, so the replayability is low. I'll probably work it in with other themes and mechanisms in the future, like playing a crime lord or a president. It was a good way to test the engine though.
Thanks for the detailed feedback! Some of these are just bugs that resulted from fixing other bugs or removing other levels. I wish it was more complete, but it was overdue already lol.
Pace was related to emotion. They talk a bit faster and the music speeds up when the conversation hits a more critical point. Times where suspect is about to snap, and the wrong decision ends the level, so it's there to put pressure on the player. I didn't think people would associate it to lying, that's a good insight.
Haha, I actually spent a good deal of time working on proper interrupting. Like I felt the player should have the agency to interrupt the suspect even though there's no game purpose.
Thanks. It's useful to know you preferred the emoji. I was making it a bit more subtle but also planned to add a little more, like lighting effects based around the composure. Sadly didn't have the time to set them.
I'll probably drop the cop idea, but I like the genre. Probably going to make it more like the runner genre it's inspired from, where if you say the wrong thing, it's game over. Maybe next time, play the one getting interrogated instead.
Loved the game. Everything fits together nicely, great art, music, sounds, etc.
Only downside is I think the game is a little grindy, you're opening all the doors, stepping on the same traps, same encounters. It could probably have been trimmed down by quite a bit. The magic and attacks also felt redundant, couldn't really tell when one kind of attack was better than another.
I got all the way to the tyrant. Would have appreciated some warning, like a glowy room or boss music. I think there was enough resources to win that one; I didn't feel like the game lacked the resources to win, but the route up the tower was so long, I didn't really want to have another go at it.
Yeah, I went down a similar path as well. Fairly similar type of game too. Content just felt bottomless. I thought AI could fill the fluff but really it's one of those things where you spend a 1-2 man days writing 10 minutes of gameplay worth. I would say that building the content generation engine is a really big part of the genre. I actually built a tool for it, which was a big part of holding my sanity throughout the bootcamp.
The game reminded me a bit of Cultist Simulator/Book of Hours, which I loved. It's a bit of a puzzle, the hints are unclear, but spotting patterns in how the cards match, you'd figure out which cards to play.
But do let me know if you want to work on something together next time. Seems like we have similar tastes and approaches.