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You were so close! 

That date on the ticket is one of those things that people easily brush off. I was actually planning to include another article to make it clearer, but just ran out of time. :/

The idea was that Bob always plays his daughter’s birthday as his lucky numbers.. and that’s the exact date Marcus dies, five years later. Hence why Bob had a good explanation why he had to run out of the building. 

I also really tried to make Bob feel sketchy. He gets all nervous, talks way faster when you ask about “data” and even blurts out stuff like: “That’s just the data, it has nothing to do with the murderer!” Like... come on, Bob. :D

I’m so happy you liked it this much! 

I honestly thought that it would be a flop, cause the gameplay was "too boring" or something like that. 

This is my first time doing an full-on story game with narrative. I always do gameplay and then try to make a story but always ends up not finishing. So I'm really happy people liked it, might be something I will keep doing in the future.

You really made my year. :D

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I chose Bob in the end exactly because I felt he was more nervous than the others, so you chose his dialogues well ^^

> I honestly thought that it would be a flop, cause the gameplay was "too boring" or something like that.

Well, it's true that there could be a lot more to do with the "time-looping detective" concept. I did got a bit "stuck" because of the lack of game mechanics... which I was able to get around thanks to your game design choices!
The clues, the nervous tone of Bob, the transfers are game elements, not everything needs to be a game mechanic. The game you created is played more in the head than on the keyboard, but it is still interesting to play thanks to that, which is why it wasn't a flop! =)
Plus, the graphics are really nice, and that helps a lot too. ^^

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Aw thank you, it's really nice to hear.

I really appreciate your eye for details!

This really motivated me to keep making games! Thank you so much! :D