No enemy reactions. No drawback or downside to making mistakes. No checking of quest or win conditions. Boilerplate characters and dialogue. Radio only works outside. Disorienting cruise ship. Got stuck crouching (my bad). Lost mouse capture. Overall this is a 5/5, would cruise again.
The game was absolutely inscrutable, and I was a bit disappointed that you don't get to find out if you actually did something right, but the atmosphere and feel of the game was spot on. The presentation, the dialogue of the radio when it's unable to tune in. It's grea.t The character design and dialogue was very unnerving and the entire game felt like it gave me HUGE Cruelty Squad vibes, with a bit more of a grounded setting. That's very much a good thing in my books, I hope you were trying to evoke the theme because the mix of hyper capitalism, violence, drugs and philosophy really conveyes Cruelty Squad a lot. Well done!
Great game! The atmosphere is amazing and I really liked the generall idea of finding suspects based on some hints. The dialog of the npc's also weren't too long, which is something I really appreciate. A little mission debriefing with some statistics like how many of the right targets were killed might be a nice addition.
I don't like it when the game, in fact, has only dithering, "pixelation" and that's it. But that's okay: the game itself is a HUGE ship with simple dummies with a couple of phrases. It seems that the goal is clear, there are some nooks with bars, jump between balconies, but another dummy is waiting there (but ala is a VIP). I think it was necessary to reduce the ship several times and focus on filling the remaining part with content.
This game is very stylish and atmospheric, I loved the stiffly animated characters and their creepy faces. The environment was engaging and piecing together clues by talking to everybody was fun. The decision to not have any win / lose conditions and basically be able to murder everyone was a bit unfortunate and made the game a bit ambiguous. You never learn if you actually deduced the correct assumptions and therefore collecting clues was made a bit pointless. I think some ambient sounds like music in the bar would have raised the atmosphere to a whole different level. Your art style was spot on, congratulations on this fun game!
Great mood and shader style. I liked the voice overs. Music was spot on!
Cool idea with the vague instructions and that you had to figure out the suspect yourself. Too bad there was no feedback on whether you assassinated the right person or not. There were loads of red herrings at least. Nice work with all the secret passages too.
It seems you might have planned for even more content but then cut it off.
I think it’s incredible that you managed to make a game like this in such a short amount of time. I absolutely love the old-school 90s feeling it has, the design is awesome, and everything feels really well put together.
The game jam theme was also used in a very interesting way, and overall the whole experience was great from start to finish.
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I love the PS1 vibes, and I love this spy aesthetic too!
But well done anyway.
Your art style was spot on, congratulations on this fun game!
Cool idea with the vague instructions and that you had to figure out the suspect yourself. Too bad there was no feedback on whether you assassinated the right person or not. There were loads of red herrings at least. Nice work with all the secret passages too.
It seems you might have planned for even more content but then cut it off.
Nice work with the noir atmosphere! :sunglasses:
The game jam theme was also used in a very interesting way, and overall the whole experience was great from start to finish.
Awesome work, congratulations! :gun: