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I liked being able to shine the light into the kid's face. That kid is a tough one to crack. I couldn't figure out how to get him to confess with the peekaboo though. Entertaining game concept!

Thanks so much for the feedback! During the "Bad Pop" phase, I originally planned on implementing other ways to interact with the suspect to get them to crack, such as shining the light on them, shaking toys closer to their face, or if I was able to also support hand tracking, wagging a finger at them.

The current implementation though was interacting with the toy in the same way but as the "Bad Pop". An invisible mood value would then decrease, and once you hit a predefined threshold value, the suspect would have "cracked". In retrospect, I probably should have implemented some way to provide feedback to the player that you were correctly applying pressure and progressing down the right path during that phase.