Filthy And Guilty by Pajama-Llama
Use your cop team to interrogate the crooks and find the location of the bomb.
Your cops are better with different crooks.
You can switch between the cops with 'w' and 'x', question the crooks with 'space' and interact with objects with 'return'.
Have fun!
Your cops are better with different crooks.
You can switch between the cops with 'w' and 'x', question the crooks with 'space' and interact with objects with 'return'.
Have fun!
Ratings
| Coolness | 44% | 1605 |
| Overall(Jam) | 3.50 | 256 |
| Fun(Jam) | 2.88 | 632 |
| Graphics(Jam) | 4.87 | 1 |
| Humor(Jam) | 3.34 | 166 |
| Innovation(Jam) | 3.45 | 265 |
| Mood(Jam) | 3.91 | 52 |
| Theme(Jam) | 4.25 | 43 |
prettiest game and best mood yet.
It's a game of firsts for us, first wholly coded game for me(Dave), first pixel art game(Stan) and first Ludum Dare(Juda) so these comments help a lot.
Thanks for the feedback! We wanted the player to have more interactions (like shine a lamp in the crook's face or throw water in their face) but unfortunately that didn't make it in. The talking and walking speed is also something that we do wanna tweak.
We do get the problems with the gameplay and are sorry to hear that, but it's a fine learning experience that we'll think about improving!
Thanks guys!
Now I'm off to play some other jam-games. ;)
I win but... why? I don't make anything (I mean really...)
I spent a lot of time trying to turn off the fan (to, after, give some water...)...
I knew it had something to do with using specific characters (perhaps in a sequence) to soften up specific people so that you could get the middle guy to give in. It just seemed really vulnerable to guesswork, and players can do things by brute forcing their way through the game rather than thinking about why certain things work/don't work.
It's a nice concept, very nice graphical style, intense mood... but the gameplay itself isn't terribly intuitive to figure out. I think that if there were a focus on less player controlled characters then some of the mechanics may have been more obvious for this size of game. 4 characters all at once is a bit... much to throw at someone at once while figuring everything else out. The same could actually go for how many people to interrogate... since having three people but only seemingly needing to interrogate two to win... seems like there's definitely some stuff that could have been cut to make things clearer.
Try to focus on introducing mechanics to the player in a way that builds up rather than tries to do it all at once. But overall, good job!
- Dylan
Graphics are excpetionnal though and the music is nice (a bit repetitive maybe), but that doesn't make a game