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(+1)

Very nice! I appreciate the low-poly/grimy aesthetic and the (overly?) helpful UI.

I am assuming the solution is the same between plays, though I somehow can only safely eliminate two. Hmm. It's not quite obvious if my actions change the gameplay at all (characters seem to say the same things in the same order regardless, unless I overlooked something), other than the phone call at bad times, ofc. But I'll get back to it and try harder later on.

Unfortunately the short looping audio soundtrack sample got a bit repetitive and accessing the settings menu required exiting to the main menu -- though I got there often enough through bad guessing :) 

I did see the easter egg/clue to look at the sky. Neat. I also went behind the opening building where it's invisible, oops :) I'd recommend a collider for 348's door, which otherwise is silent and sorta clips when you get close.

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thank you for playing and for the experience improvement ideas <3 something I didn't understand when working on this was how *long* it actually takes for a playthrough, and the little 2 minute song certainly gets repetitive. If were to have more time I would love to have made ambience for each stage of the game (after each elimination, and during choosing whether to eliminate at the window).

the door bug is a funny one, from what I'm thinking. many of the doors are copied and "linked" in trenchbroom as like prefabs, so I'm thinking I named 348 the same target name as one of the doors in Marcus' apartment that is unlocked via a key - so when you leave, its collider is "open" letting you fall through the floor.

and yes, the solution is the same between playthroughs. unfortunately this really limits replayability, but i wasn't sure how to solve for this. one idea i had (if we were to do some sort of Real release) is to have a few base game scenarios, and then make it moddable so users could write their own whodunnits and play with their friends.

(+1)

hehe, I put a lot of effort into designing constellations for each Marcus! You can see them all from the outside once you've defeated every one. I'm not sure if you caught them all, but I'm glad you noticed the easter egg!

Oh, hmm, I had actually restarted and was sitting at a menu when I saw the "look at the sky!" suggestion. I hadn't even gone inside yet, but they each appeared when I looked up then back down. Hmmm. (Maybe it was re-using state from a previous run in the same process?)