No Vacancies by farnsworth2

[raw]
made by farnsworth2 for LD32 (COMPO)
​You are the ancient spirit of the land, inhabiting this old hill for milenia. For decades, houses built on you have been cursed, plauged by bad luck, and destroyed by you. Now a fresh batch of interlopers have moved in. It is your job to inform them that there are NO VACENCIES.

Ratings

Coolness 24% 2143
Overall 3.13 590
Audio 2.31 705
Fun 2.75 811
Graphics 2.69 764
Innovation 3.75 148
Mood 3.00 484
Theme 3.75 230

Feedback

GeeItSomeLaldy
20. Apr 2015 · 13:46 UTC
Web version doesn't work. Takes you to a download page.
rectangular Tim
20. Apr 2015 · 14:12 UTC
Interesting concept. It's a bit weird, that people don't seem to panic at the sight of dead bodies. If the people didn't move around randomly, this might have been a good puzzle game.
MiniBobbo
21. Apr 2015 · 02:15 UTC
Neat concept. I couldn't beat the first stage though. I killed everyone except for 1 and he panicked and ran to the door. Then he got stuck. I had to restart. This happened twice...
Kardamom
22. Apr 2015 · 08:55 UTC
I like the idea, but the execution is missing a lot. The largest issue I see is that it quickly turns into a waiting game. I have little tools to actively alter the peoples movement around the house, so I need to wait until the random number generator is generous enough to let the poeple walk before the shelves, which is not fun. Maybe if the TVs were reusable after a time and placed in such a way that I could actually lure people to dangerous places... This is even worse after I manage to kill three poeple in the first house, there are almost no tools left and I just have to wait, if the other two panic or not. I think people should start panicking really quickly when they see dead bodies. This would induce fast-paced gameplay after the first kill and would IMHO help the game a lot.
Frozen Fractal
22. Apr 2015 · 17:38 UTC
Interesting concept, but it's a bit too random. You just sit around waiting, either because you've spent all your lures or because they're on the wrong side, and whether they all gather under your one bookcase is pure luck.
RoryD
22. Apr 2015 · 17:48 UTC
I love the idea, but the details of the implementation are off. It's too easy to get into a situation where the level is no longer solvable. Beyond that, the level of influence you have over the characters isn't enough. You end up waiting for them to happen upon a trap so that you can fire it off.

My comment probably sounds pretty negative, but I want to stress that I think this could be a fun game with some more work.
Demy
02. May 2015 · 13:04 UTC
NPCs have too random trajectories and it's not very interesting to wait someone for too long. But idea is nice and weapon is realy unconventional. Also nice horror mood made by combination of silence and scary sounds.