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(+1)

This is a really cool concept. I love the pathfinding as a mechanic. I found myself trying to pick people closer to the event so they could get there quicker, which was a fun mental game on top of the mechanic of reading the job. I love the humor and strategy of everything, very great job. 

The only issues I have (which are small honestly) are balance, and a small typo where I think "negotiation" got renamed to "charm". I played a run where I bought every agent possible, and won with +- 500 people dead. Then I tried again intentionally failing every mission and I didn't lose. During that second run, I noticed that a whole lot of the missions killed 0 when failed, some returned a negative number (which is a concept I actually liked) and the ones that did kill people only did an average of 100 or less. I think the balance issue is easy to fix, and as it is it doesn't really take anything away from the game. I'd love to see more missions that add people to the total. 

TLDR, the strategic choice of mission feels great. Fun game, amazing concept. Good job!

(+1)

Thank you for your detailed review! I was hoping my players would try to strategize which is the shortest way to get your job done, so glad to hear you found that mechanic out. Your issues are all valid and I got to put them in my list of things I need to fix first :')