Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

After a bit I stopped looking at the narrative and only focused on the colours. I categorised the cards by colour and tried to match the categories. I don't know if I got it exactly right, but I was able to finish the game on my second attempt without ever blaming Gary, who, for some odd reason, decided to be mad at me anyway at the end.

In essence, I ended up playing a slightly obscure version of Rock Paper Scissor. I think there is a very precise reason why your game fall down this trap so quickly. And that is the disconnect between the cards and the question. For instance, there are very few question where answering with "It's in your spam folder" makes any sense. So I deduced, this card is green, because only trivial stuff would be sent this way (bear in mind it doesn't matter whether I'm right or wrong in my interpretation. This is my thought process as a player). A better example would be the "Birthday" card. I identified that one as green as well, so every time there was a green question, like "Did you steal my yogurt?" I would answer "Birthday", and Jenna would say "that makes perfect sense". In short, your game shows very quickly how poorly contextualised the answers are, so minmaxing is what players would do fairly quickly. The solution to this issue is having cards that are directly tied to the question. There could be multiple cards for multiple categories, that's fine, but they should make sense in the context.

Art is nice in the character design, but the pixel art doesn't match the rest of the enivronment, which isn't optimal. Pretty good looking overall though. Note, don't use Arial as a font. :D

Audio is fine, quirky music. Not many sounds though.

I don't think the game fits the theme very well. The game is not a liar, it's a game ABOUT a liar. I see these as different.

Haha, thanks for playing and taking the time to write the feedback!

I went to watch your stream of my game and you seem to have gone with the assumption that there was more "logic" to the way you pick cards but it was only a matter of : if a colleague asks a question with a blue word, try to pick a blue card. It's just that! :D

Now the game DOES lie to you too on different things stated at the beginning :

- There are item pickups (urgent folder + coffee pot) which give you an extra card.

- Blaming Gary will trigger a boss fight if you blamed him! in this stage, Gary asks you about the lies you blamed on him and you simply need to pick the word that was displayed in the speech bubble when you blamed him. Failure to do so results in instant game over.

- no hidden doors: well you did find that one (flappy bird type mini game)

I will agree that some of this was lost in implementation due to a lack of polish at the end (fair critique) but it's there! ;)