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I was wondering, am I'm sure more of this will come out in the full game: are there any mechanics behind the disguise choices? I succeeded but is it/will it be possible to fail? What determines it's chance of success? Some of the options seemed pretty wild if you were just trying to go into a store normally (like a guy coming in with a blindfold and ball gag might just get kicked out preemptively, lol) but with the others I wasn't sure if it was just vibes or something more (unless you want that to be hidden than don't feel like you have to explain it to me)!

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Yeah! Since the demo is the first level I wanted it to be pretty easy and straightforward. There are currently 2 ways to fail in this first level (not including refusing to help), which I can spoil for you if you want (privately), but you practically have to go out of your way to get those endings. But for this first level I’ll just say as long as you make any disguise you will succeed.

I’m also planning on having some more obstacles walking through the parking lots for each progressive level.

I originally had some bigger ideas for the game that I’ve discovered are just not really possible with the engine I’m using. I’ll go into it more soon when I write up my first devlog about what I’ve learned so far, but I’ve had to scale back a lot of my ideas because I’m already not really using the engine for the types of games it’s designed for, but Pulp has otherwise been a really good engine for teaching me game programming and design concepts.

Heck yea! Looking forward to it. I've been considering doing something with the Playdate engine myself since I'd love a way to get my feet wet in video game design while keeping it do-able and bite size as a non-coder type.

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Definitely give pulp a shot! It’s not hard to learn even with no coding experience, and there are a good amount of resources to help you learn quickly.