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Cool game! The light/colour/phone thing felt like it was going somewhere but I couldn't figure it out, not sure if that part got finished or not. Overall, a bit clunky in the UI which I think made it harder to figure out what was going on and what I needed to do, but I liked looking around and exploring the place. The notebook and phone parts of the UI were cool.

It seemed like I went out of the office and was directly in the crime scene, so you could add a transition between them (could be a quick cut scene) to make it clear where you are. 

The humour is good. The acting was better than most indie games, but I personally prefer no spoken words in indie games because it tends to mess with the immersion unless it's top-notch paid actors. I think if you keep at it and help to get the player immersed in the game with the visuals and clear instructions, then it could all work well. Hope you can keep working on it and finish it!

Hi, thanks for playing! 


Unlocking the "god" phone and catching Lux at a lie in the conversation where the only two puzzles we got in there.

The conversation puzzle is less finished ( needed some tutorializing ) since it's super unclear at the moment. 

Unlocking the god phone is fully implemented, but it's a tricky puzzle, you need to both get the order of and numbers to dial to unlock it. 

To get the number to dial and color order you just need to inspect the room and go through everything. To get the missing numbers you need to observe the lamps carefully when you interact with them. Finally input the number into the phone correctly and dial.  ( Although the payoff is minimal at the moment).

Yeah good point about being able to disable the voices, I got those in there kinda last minute, so didn't have time to add a toggle to them. 

The UI clunkyness, was there anything specific that was clunky? I felt it was ok, clearly it's mostly programmer art at the moment, but didn't feel like it got in the way much, given that it is barely used anyway. However, would be good to know what you felt was clunky about it.

I think we cut the outside of the apartment scene, but initially that was a transition. 

Overall we over scoped and the team had plenty of real life curve balls during the jam, so we only got a small slice of it together.

Sorry for all the work in progress, glad you enjoyed parts of it!