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When I encountered clues that were just a question mark, meaning I'd having to just run around and bump into people randomly after finding the contact with the known clue, that put a damper on things for me. But the fact that I kept playing that far into the game tells you how fun it is. For post-jam development, I think I agree with Anna that giving the player an "interact" action to find contacts with wrong guesses making you lose time (attracting the attention of assassins) would be a good way to cut down on random guessing tactics, but if you do make changes to penalize random guessing then you'll probably want to get rid of good guys with unknown actions.

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Thank you! Glad you had fun.

If you have 2 clues that means that each contact will be doing both actions, each 50% of the time, not that there are 2 contacts one clue for each contact. I have it explained in the game description though I definetly should have done a proper in-game tutorial explaining it.

So if one of the clues is unkown you still can find someone doing that action 50% of the time and based on them see what the other action is, no guessing needed.

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Oh, thanks for clarifying, I went back and finished the game now knowing that