Thanks so much for playing and for the kind words! There's quite a few places in the narrative I'd like to flesh out; it is definitely barebones at the moment and can be rather difficult if you don't collect something or miss a point of dialogue.
doomy
Creator of
Recent community posts
thanks so much for playing <3! can I ask a little more on the issues you were having? I want to make the game more understandable (and difficulty with removal was something i was worried about)
(spoilers below)
In order to remove someone, you need to
1. select the (Eliminate) dialogue option that reads something like "Come over to the window".
2. once they're at the window, you need to talk to them again, and confirm the elimination
(I stole this "ux" directly from the boone retribution mission in fallout new vegas so its is a bit dated hehe)
Did you by chance figure out step 1, but get stuck on step 2? There's no real prompt to talk to them, or that the dialogue options change when they're at the window, so I figure that can be a sticking point.
Hello! I have a feeling the answer is no, but I wanted to check. I helped develop a game completely during this jam period for another jam, which coincidentally was lynch inspired with a psx aesthetic. I'd like to clean up my submission, meet the rules, and dual submit the project. Is that allowed?
Secondly, on no-ai, I suppose that means no AI. During the latest hour of my jam, my CI was breaking due to a GH issue and I foolishly asked ChatGPT to help with an issue (the resulting impact to my CI script was 1 char, changing a 0->1). I imagine because if this, I guess my submission would be disqualified anyways, is that right?
just thought id check before starting anything. thanks for your time!
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.
Okay, so I didn't know much going into this. I secretly was playing your itch builds when they first popped up to see how you handled web stuff & gauging performance, so i saw the Jans and a little tower and a small door I couldn't quite fit through, and that was about it. I'm pretty amazed how you managed to turn this into a pretty compelling little narrative experience. Based on what I saw in discord, there's still a few things I missed so I need to give it another go >:)
first off the way you introduced the eating mechanic was hilarious and got me completely off guard. VA was on point. LLManager gotta be my favorite performance. i think a couple others said this feels a bit "more" than you get with the usual jam when it comes to scope and execution, and I completely agree. i dont even know how you managed to all coordinate yourselves so effectively in the first place. perhaps Dave's commune is the friends you made along the way?
loved the TUI & lighting, this felt really special in that its terminal but had so many effects and felt much more realtime than my expectation of turn based gameplay. Really pretty visuals! I enjoyed the combat, but found that it was a little too tough to track down the last enemy. I ended up crashing after spending too much time in the level hehe
Woah, this was really really fun! Cute narrative and a very original twist on using cellular automata. I started to understand how these systems behaved intuitively after using them for a while. Managed to 100% the entire game. Great work! It took me a little to understand I could flip multiple times per jump but once I figured that out it was over. So much fun!
This was a delightful little experience. I loved the rat wiggles and animation, and it was simply pleasant to be in the tiny world you created for this murderous rat (I loved the cat god!). It had me thinking of other cool powerups you could provide besides the cheese to add some gameplay complexity - almost like a weird Kart racing game. After a bit, I voluntarily ended my session since it appeared to just increase the amount of mice to catch.
Nice job - The controls took me a little to get used to, but I was easily able to learn. One thing that was a bit tough is if a box got positioned diagonally, it wasn't possible to push it back to being aligned very easily. But that added to the difficult, I suppose! Anyways, you strung together the animations nicely and managed to pull off a fun little puzzle platformer, and you did a good job giving clear instruction at the beginning of the game what to do and where to be.
Really enjoyed the art style! Minigames were all pretty fun and stayed interesting as they ramped up in difficulty. The "Grab" minigame was confusing to me at first - most of the other minigames required quick action, so I kept immediately going for the pearl. Eventually figured it out! Transition music also could get a little on the loud side.
Nicely done - I haven't played many games of this genre, but I thought it was pretty fun. Would have loved to see more levels but I get time constraints. Looking at the screenshots, I see I missed the bottom right powerups completely in my playthrough, oops. Editing would also be a nice QoL improvement!
Great job on tying together all the little minigames when you finally destroy the city. It kept things interesting, and the overarching story kept me in the game loop. I do wish there were some upgrades or things to modify the gameplay beyond just stats, as I found destroying buildings to get slightly tedious at round 4. But animations were cute, sound was fitting, and just an overall great game design and direction!
I loved some of the concepts presented here. I think your strongest segment was the part where you had to match an audio rhythm. It gave a clear goal state, and it was clear what I should interact with. I was locked in for a good few minutes matching the sequence and had fun with it (honestly could be a game in and of itself). The other puzzles seemed to rely on obscurity and extraordinary difficulty, which could get rather frustrating, especially for the door.
I gave it a couple tries but I couldn't figure out how to give the poor chap a cig. Immaculate vibes though, I was just thinking earlier that the whole "backseat while nobody/you are driving" would be a good fever dream pick and here we are. great vibes but i wish i got to see more of the game, esp since there were apparently multiple endings.





