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honestly I was kinda feeling like the delayed response might be because the way I solved it was so 'bad', lol. idk, it's probably not the path you were hoping players would go through

It sounds like the killer simulator idea is singleplayer, right? I've heard of Overboard (just lots of branching paths created) and Gnosia (randomization) which kinda do this, but probably aren't what you're going for.

I have had a similar thought about a future game I'd like to exist. It feels like 'social deduction' games with hidden roles don't quite simulate the experience of like, solving a murder mystery or gameboard, just because of the massive amount of hidden info and also there's like a "lack of possible tricks" imo. Like, you can definitely try to """deductively""" solve something in a social deduction game, or try to pull a trick and go 'undetected', but the lying/deception is the focal point there, which means even figuring out the killers involves the chance of not being believed. I also think this wouldn't work too well in singleplayer, as "AI figuring it out" would be luck based.

Thanks for responding :)

oh no no worries -- i can't say i'm prideful enough to consider any way of solving as bad -- as long as it's solved it's solved! that means you can't complain that it was too hard!!

overboard is fun but it's fundamentally a choose your own adventure -- the events that happen are all generally pre-determined so you're just tampering with existing routines. and Gnosia is mostly just mafia at the end of the day.

Thanks for playing!