A Fine White Line by Taunia Sabanski
::-------:: a fine white line ::-------::
WUH-OH!
You just murdered someone.
Quick! Get rid of the evidence before the Police arrive!
You have 3 minutes.
::--------------------::
Art & Sound: Taunia Sabanski
Programming & UI: Rachel Rios
::--------------------::
Instructions:
- Move with WASD/Arrow keys.
- Open your Inventory with the "I" key.
- Pick up items by standing next to them and clicking on them.
- Use items in the inventory by clicking the item you want to use, dragging it over another item, and clicking again.
- Use items at labelled locations on the map.
Travel to the labelled location, click on the inventory object you wish to use, then click the location on the map.
::--------------------::
Thank you for playing and rating our game!
::--------------------::
ALTERNATE WEB DOWNLOAD: https://www.dropbox.com/s/yokbkzcwz4jltjq/afwl_SubmissionBuild.zip?dl=0
(This is if you want to download the file as opposed to playing it online.)
** Yes, there is a dupe bug. This is the one large bug and it's a hilarious one. I'm not sure if/when Rachel will be able to fix it, but it's not game-breaking. If you do something creative with it, post screenshots! :D I'll do a whole blog post on them if I get enough! **
WUH-OH!
You just murdered someone.
Quick! Get rid of the evidence before the Police arrive!
You have 3 minutes.
::--------------------::
Art & Sound: Taunia Sabanski
Programming & UI: Rachel Rios
::--------------------::
Instructions:
- Move with WASD/Arrow keys.
- Open your Inventory with the "I" key.
- Pick up items by standing next to them and clicking on them.
- Use items in the inventory by clicking the item you want to use, dragging it over another item, and clicking again.
- Use items at labelled locations on the map.
Travel to the labelled location, click on the inventory object you wish to use, then click the location on the map.
::--------------------::
Thank you for playing and rating our game!
::--------------------::
ALTERNATE WEB DOWNLOAD: https://www.dropbox.com/s/yokbkzcwz4jltjq/afwl_SubmissionBuild.zip?dl=0
(This is if you want to download the file as opposed to playing it online.)
** Yes, there is a dupe bug. This is the one large bug and it's a hilarious one. I'm not sure if/when Rachel will be able to fix it, but it's not game-breaking. If you do something creative with it, post screenshots! :D I'll do a whole blog post on them if I get enough! **
Ratings
| Coolness | 96% | 2 |
| Overall(Jam) | 3.60 | 207 |
| Audio(Jam) | 3.82 | 73 |
| Fun(Jam) | 3.27 | 337 |
| Graphics(Jam) | 3.90 | 191 |
| Humor(Jam) | 3.04 | 281 |
| Innovation(Jam) | 3.91 | 69 |
| Mood(Jam) | 3.73 | 105 |
| Theme(Jam) | 4.04 | 120 |
Figuring out where exactly I had to click on the Incinerator also wasn't quite obvious.
Other than that, I actually really liked the game. I could imagine a more advanced version (post LD) of the game with several different murder scenarios to clean up would be pretty awesome.
Yes, the hotspots may have turned out unusually small. I'll see what can be done about that -- it's causing a bit of a problem, it seems.
"Figuring out where exactly I had to click on the Incinerator also wasn't quite obvious."
Just clicking anywhere on the incinerator will do it. :) It's one of the larger hotspots, so it's not too easy to miss. Maybe you were clicking on the hot water tank? We didn't get a chance to label everything, unfortunately. :( Just objects essential to the scenario.
"I could imagine a more advanced version (post LD) of the game with several different murder scenarios to clean up would be pretty awesome."
Oh, yes! This was the original idea surrounding the concept. :) The entire scenario was supposed to have SEVERAL more steps. Other maps and crime scenes (and ones where you play the detectives!) were considered as well. We definitely know where you're coming from.
Thank you so much for your kind critique! :)
Aevek: "I managed to get a weird dupe bug by trying to clean the hammer wrong by just dropping it on the sink though."
Yeah it's a pretty amazing bug. It's not game-breaking though, so you can have fun with it and still win, as long as you fulfill the "win" prerequisites. :)
Thank you so much for your kind words! I'm so glad people are enjoying it. :D
GSM Productions: "This was so intense :D"
Thank you! That's what I was going for! :D I'm SO glad you used that adjective!!
"Hard to imagine it is the work of someone learning Unity from scratch. Kudos for that!"
Glad to see you found it and played it, and enjoyed it! :) I think Rachel's pretty floored (and most definitely exhausted) at all she managed to do by the time we submitted (with only two minutes to spare!).
"Really a superb entry, I think you could really, really take this further!"
It might just be taken farther! :D
Thank you everyone, for your positive and constructive feedback so far. It really means a lot after the stress of crunch! :)
Thank you! :)
If we ever decide to develop aFWL beyond LD31, the interface would definitely be more interactive and intuitive, with far more visual cues (as was originally planned).
There was a lot of stuff left out, not necessarily due to time constraints, but due to the programmer's general unfamiliarity with the development platform. :)
I think a little more indication of what is interactible would be cool though.
I also hit the bug where items duplicated as I used them on areas of the screen (I think the issue is that if you drag an item it still thinks there is a copy in inventory), but I was able to complete the game so no harm.
Great job overall!
PROS:
-Art was fantastic
-Audio work was also fantastic
-The overall concept was very cool, and executed rather well which definitely reinforced a strong tone.
CONS:
-Game was a tad buggy (Expected for a LD entry), sometimes certain things just would not work, cleaning hammer and others mentioned in comments above
-This might be a specific case problem for me alone, but I found it hard to click on certain things due to them being rather small.
Overall very good, I could definitely see this expanded upon into a really great game. Good work!
Part of the challenge of the game was finding what to do with the evidence, or where to do it on the abstract floorplan. It felt a bit like a frantic race around the house, trying to think through a fog well enough to cover up your homicide, so good work! High points for style, mood, and originality from me.
The game might have benefited from maybe nixing the inventory window altogether, and just having the mouse pick up or use an item on something in the house... or even just a single-slot that requires bumping into things. I've found that the fewer systems the game has to use for control and input, the better and more intuitively it tends to play. It also leaves you more time to build and test gameplay where the players will notice most. Thanks for making this, and best of luck in your future endeavors!
I am not a murder. Music seems to me too oppressive ++
I liked how the police sound started like they are coming from far away, pretty stressful.
good job.
Really great atmosphere and soundwork.
To add to the usability complaints: not only is the inventory buggy, it's also difficult moving through the house, I'm always getting stuck around every corner.
Nevertheless, great job!
I definitely was a little lost on what to do. I could never find anything to wipe the hammer off with and it didn't seem like the sink was going to work for that. My life as a violent criminal was rather short lived :)
The game's pretty cool, though a bit small and fiddly. I think the music is the best part. My only serious objection is perhaps that there's no list of things you did wrong at the end so you can rectify it on the next play; I was sort of in the dark about how to progress. Otherwise, good stuff.
I liked the graphic style.
Very good music, and the sound of the police arriving made me nervous haha.
Yeah, hitbox are very buggy!
Well made!
Otherwise, its a clever idea!
Anyway, I dunno. Clearer instructions or...I almost want to say "tutorial" but that kind of goes against the whole concept doesn't it? ;)
The Inventory key being on "I" made me take the hand out of my mouse to press the I several times, if it was in a key closer to ASDW it would be better, maybe "E".
I recorded myself playing for the first time:
https://www.youtube.com/watch?v=zcuPwdNQAIg
https://www.youtube.com/watch?v=g32FdsUXPNs
Somehow I was able to drop off/pick up multiple hammers? I did it by accident by clicking around. I don't need more murder weapons! :P
The blueprint style was very interesting, I liked it. :) It's like the murderer was planning everything out in his head. Sometimes it made things confusing whether I could click them or not, mainly because everything was white.
Awesome job! :)
1. I somehow "copied" the hammer a million times. Then the tool rack won't take it.
2. There are only really 2 things to do yet it takes forever to do it.
The music is really really really good though. Definitely gets the tension thing, but other than that the game gets in its own way more than let you enjoy it... Take care of that and you might have something really interesting :)
Which doesn't make sense seeing as it's your house? Or maybe it's not... In which case why do you have the full blueprint? Anyway...
I just played through the game again, gosh it is so intense, the mood set in this game is really spot on.
One idea is going with the blueprint theme, is if this game were to go onto something past LD it would be cool if you could plan out the murder (am I weird for saying that?). But it would be really cool if you could choose how to do it, where, and then after those choices you have to find out how to destroy all of the evidence. Some situations could make it easier if you make the right choices, or harder if you make the wrong ones!
Anyways, once again this was a nice entry. ^^
The interface is a bit tricky, I missed some (auditive?) feedback when using the inventory and the objects, so I could know if what I'm doing is valid or not.
Also, I found myself very lost in the beginning, and it was a bit frustrating running around the house not knowing what to do with the hammer. But hey!!! I guess that's the point :D The music helps to that frustration, and I guess in real life I would do the same, running and spinning around all house not knowing what the heck do :D So instead of a bad thing I think this is a great achievement of the game.
I could finish the game in the 3rd play (I'm not a good murderer), and after that I missed more game :)
Great game, very funny, well done! congrats!
I made 2 hammers out of one, maybe inventory needs a small bugfix ;) Also a bit disapointed i thought it would deal with drugs...just kidding :x
cheers!
Well done indeed.
Some more help would be much appreciated in-game. It's a really great concept and super expandable, I'd love to see a full game about it, but in this level I just can't make sense of anything with my reasonably logical brain
My only concern is not the bug or collisions... but the lack of feedback:
You ask the player to solve a timed challenge, but don't provide clear informations about what to do, or if/why some actions don't work.
If you want to beat the game, you would have to explore the house carefully and loose on purpose just to know which options are available to you..
My first playthrough was basically "ok... I have to hurry. Hurry to do what? wait, what was that? A sink? Oh so I can interact with it, ok. So what?"
The blueprint graphics is awesome.
In term of gameplay now:
The objects are sometimes not easy to notice and click.
Also, maybe that's just me but, I have found the collision sometimes not perfectly fitting the blueprints.
You could juice the game a bit by adding a few animations like when moving in stairs.
Anyway, the game is already very good, congrats.
Inventory is a bit buggy (used items do not disappear as they should).
Very good job!
On the one hand, going to jail for murder... on the other, I invented a way to duplicate matter!