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(+1)

This game had a charming narrative and while the gameplay was relatively simple and a little dull at times, that is the point. It's not supposed to be interesting, slowly surveilling an empty country community at night to make sure all the lights are out but the game tries to make up for that with the relationships the warden can foster with their community, even if some of them called you draconic lol. I found myself wishing for more options of expression, but honestly this is great content you managed to fit in a 9-day jam.

There were a few bugs I ran into with gameplay. I was able to repeat picking breaking into Eleanor's home to pick her off the ground and the Millers' lights stayed on at day 3 and afterwards... talking to them would just repeat the same greeting dialogue without the option to tell them to turn off the lights. I also found the movement to be clunky, being locked to 4 directions and the weird input order issue that jam_bone mentioned.

The level design also had some interesting storytelling, with the richest house having control of the bunker and closest access to the park while the lowest income family is the farthest from the bunker and out of town, to the point where I missed their house for the first 2 days. It was interesting asking me to go out of my way to care for the lower class, especially when the alarms went off... While in the meantime protecting the middle and upper class is the closest and most-convenient. I'm not sure how intentional the placement was but I thought it was a really cool touch!

I really enjoyed this one... Nice job!

(+1)

Thank you for such through review. 

Regarding the movement. Initially I made a simpler input system where the diagonal movement was normalized, but because I had only animations for four directions, it looked awkward. I decided to just limit the directions and because the map was very vertical, I made the horizontal movement dominant. So the player will most likely always hold up or down and then adjust the movement with left or right. It seems people don't like it XD..

About the design, I did position the houses intentionally, but I hadn't thought much about the starting position relative to that. It was a happy little accident. 

Oh and yeah, I'm happy the game was playable at all. I was connecting everything until the last minute. I might go back and fix the bugs, as well as optimize the game. It now creates a gameobject for each step sound and then destroys it. Makes it quite laggy on the web I think.