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A jam submission

Detective NoirView game page

Submitted by Kuanish — 21 hours, 27 minutes before the deadline
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Detective Noir's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#153.1303.833
Concept#242.9943.667
Overall#322.6883.292
Presentation#332.4493.000
Enjoyment#352.1772.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Pobedin Kuanish, instagram: pobedinquanish

Software used
Unity 2020, Aseprite, MagicaVoxel, Paint

Use of the limitation
Using the falling floor

Cookies eaten
Maybe 15-20

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Comments

Submitted
Semi-on-the-fly remarks:
  1. "Q" to quit -> rather write "QUIT"
  2. No sound? It helps giving life and cues to the player.
  3. oh, movement by clicking; original, but I think the keyboard would have felt more natural. Or maybe you were afraid some people would have trouble getting the directions right? In this case, you could still enable both the clicks AND the keyboard. Also: your idea may be useful for tapping on mobile devices.
  4. super original mechanic! :) At least, in this genre (I agree "Mario" used it, otherwise XD)
  5. I like the small ‘tilt’ from the camera when moving
  6. the button for dialogue (the circled "i") could be a bit more visible, I think
  7. 2nd answer option from first dialogue: the end may be cut! I only see "Have you heard anything about the"
  8. I like the ‘Lego’ building near the beginning, and its window lights! :)
  9. Man to the North-East: no closing-dialogue button? Also, you can still move during the dialogue!
  10. I wonder if you can only ask one question to each character each time on purpose; this forces you to take care of your path if you want to interrogate each one in each pass. I think adding a limited number of lives and a randomised culprit for each run would add to the challenge! :)
    I think it is super original to mix a whodunit with a puzzly no-return moving mechanic. :)
  11. Black man: I wonder if the question is cut, too.
  12. moving behind walls makes it harder to see on which cube/tile we are stepping -> advice: make the walls get transparent when the player character is located behind them!
  13. "is it because I'm black?" -> political correctness is everywhere! XD (By the way, I had seen someone play the first season of the video game "The Walking Dead", and you (Lee) get to utter such a line if you want. Big Brother is watching over you!)
  14. Even though I have nailed the suspect, trying all the other options first. :p
  15. Wow, the line closes automatically! :o I think you should let the player close the final line from the North-East character, just like the other lines before.
  16. misspelling in the answer "Jhon" -> "John"
    There are some other misspellings and language mistakes, often minor, but sometimes, they can make things more difficult to understand.
  17. It is not obvious which name is whose; I think displaying the characters’ names as you are talking to them (or even when you are near them) would help!
  18. The whole guessing part is like Cluedo! :) And I like that you get a different epilogue for each final choice.
  19. Ah, apparently, amongst the bad endings, you can have worst ones! Spoiler: Man in Black is worse than Stephani.
  20. In the ‘right’ ending: "Ochs" instead of "Ox"; I wonder if this is caused by Russian? ;) (Since you are from Kazakhstan.)
  21. Spoiler: hahaha, I just LOVE how the ‘right’ ending turns out to be not so good after all! XD It looks like the best ending is when you arrest Stephani!

Takeaway: to me, this is an early prototype with the super interesting idea of mixing the no-return puzzle/platform mechanic with whodunit cluedo; I really like the originality! Both aspects could mix well; I just think that here, you apparently could not develop each enough: the spatial design is straightforward (not much of a labyrinth!), there should be some punishing mechanic (see above for an example: randomised culprit/everything* + possibly lives?), and the investigation should also be more complicated (several clues, possibly several things to guess — as in Cluedo! —, red herrings, possibly objects to find…). As a side note, I also liked the whole background and funny (? XD) story that comes with everything.

I would encourage you to develop the game more, there is much under-exploited potential. :)

* For the record, in the 1997 adventure game "Blade Runner", the replicant status of ALMOST ALL characters (with a few exceptions and contraints) is random at each run. :)

Developer

Здравствуйте, спасибо за ваш отзыв. Да, игра недоделанная, но я один и этот мой первый джем. Про многое я думал, но не знал как воплотить, да и времени не было (университет). Но ваш отзыв поможет мне доделать игру, хоть и не для этого джема. Про клавиши, я их сначала сделал управление с помощью них, но передвижение становилось очень сложным, и отвлекало. Диалоговую систему нужно также нужно сделать лучше, и музыку не мог сделать, а скачать с пиратских сайтов совесть не позволила;)  Про орфографические ошибки, я из Казахстана и английский для меня немного сложен, и поэтому здесь вы видите работу гугл переводчика и немного меня. 

Спасибо за ваш отзыв! 

Submitted(+1)

love the art style but i feel like the use of the limitation could have been better

because Dying has no penalty you just go back to solving the case, everything else was pretty cool tho

Developer

Спасибо за ответ

Submitted(+1)

I liked that they implemented restrictions, so when the blocks fall, it really is * all temporary *. Management was unusual and a little difficult

Developer

спасибо за ответ

Submitted

Ты из рОСИИ?

Developer(+1)

нет, из Казахстана