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I've managed to get to the end. It's a mixed bag, I believe there's a market for that, people do like a good detective story, but in my experience this very audience detests puzzles forcing you to bruteforce solution, or succumb to moon logic. There's no telling which objects are interactable which forces you to press space next to any object that's not wall - computers, books, npcs. I've managed to solve the bomb puzzle, but checking all those chests once again to find library card was not very intuitive.

Invert - it was such a peculiar thing, I do think that idea of learning detective skills from books is great, but why did we unlock 'Invert' as a Testimony and question? Maybe there could be a collection of techniques you learn through the game and can use on testimonies, questions and evidence?

The general idea is great, but it certainly needs work.

Thank you, good feedback. I think I will implement what you said about invert being in a fourth category of techniques.  As for what's interactable, I am kind of stumped as to how to walk the like between clear and too obvious. I tried to make it so pickupables glow but then I felt like it took exploration out of it. If you have a suggestion I'd like to hear. 

I recall RPG maker games did those glowing starts but that'd be an overkill. LA Noire did gentle piano note when you were nearby interactable which is more subtle but still might be too much for some. Maybe some suggestion from the suspect, who happens to know that the victim hid something behind the mirror, in another line he could mention number of rooms of his flat to let player know that there might be a hidden one.