Rebel Call by SeanNoonan
A simple little top-down, stealth/adventure game set in an totalitarian society.
Play here! https://sean-noonan.itch.io/rebel-call

Your job is to spread the word and fuel a rebel uprising to smash the state and free the people. By revealing your identity as a rebel, you are exposing yourself to the authorities. Here lies the complication; the citizens are fickle souls, and if you don't keep them reassured, they will turn you in to the state. Therefore, your mission is to spread the message with all of the citizens in a district without any losing faith in your message.
Track down every citizen and influence them to clear the level. Don't leave civilians for too long, or they will report you. Stay away from soldiers - they're armed, you aren't.

- Engine: Construct 3
- Art: Adobe Photoshop
- Audio: Adobe Audition, Bosca Ceoil, LabChirp, BFXR
- Notes: Notepad
https://www.youtube.com/watch?v=qnli8MzLtOY
| HTML5 (web) | https://sean-noonan.itch.io/rebel-call |
| Original URL | https://ldjam.com/events/ludum-dare/40/rebel-call |
Ratings
| Overall | 27th | 4.094⭐ | 34🧑⚖️ |
| Fun | 230th | 3.5⭐ | 34🧑⚖️ |
| Innovation | 62th | 3.844⭐ | 34🧑⚖️ |
| Theme | 104th | 3.984⭐ | 34🧑⚖️ |
| Graphics | 29th | 4.25⭐ | 34🧑⚖️ |
| Audio | 8th | 4.274⭐ | 33🧑⚖️ |
| Humor | 274th | 2.9⭐ | 27🧑⚖️ |
| Mood | 5th | 4.375⭐ | 34🧑⚖️ |
| Given | 9🗳️ | 8🗨️ |
But overall I love it and I think if you flesh it out a little more it could be something truly great!
- I think the abstract representation fitted the theme really well.
- The levels were pretty linear, so speedrunning through them felt the natural thing to do. The game's description encouraged me to revisit citizens but that didn't feel like the optimal strategy.
- It was super polished, I didn't find any bugs.
- The core gameplay seemed to need an additional mechanic to feel complete. Could be interesting to take this project and experiment adding new mechanics.
It's a very solid entry.
Very impressive. And my wife is leaning over my shoulder telling me just how much this game is an exemplar of "mood", and how she is also jealous of the mind that could come up with something so effective.
That level of polish and thought pretty much extends to every part of the game, from the propaganda poster graphics to the eerily minimalist audio. Honestly a fantastic example of a great, core idea done well in every dimension.
On the other hand with such a strict time limit it is very annoying to have the player 'stick' to other objects . You are really good at making a compelling atmosphere , which pushes players into trying and trying again.
Check out my game if you like!
https://ldjam.com/events/ludum-dare/40/virus-detected
Do check out my game and I'd love to hear your comments: https://ldjam.com/events/ludum-dare/40/riskreward Thanks! ^^
I'm not sure if the game bugged out on me or if I misunderstood something, but I kept coming back to the second district after clearing it. One time I did get to the third one, but after clearing that, I went back to the second one. It also seems the game is still active on the screen that tells me to press enter after clearing a district, so I got reported after I had already finished it because I was too slow to press enter and so I had to restart instead. :(
Am I missing content, or is this intentional? Would be happy to play again if you could tell me. c:
I'm not completely sure how it ties into the theme, since there never seems to be more of anything, but overall nice game! Good design/æsthetics! Really liked the layered parallax effect!
The eerie 1984/Papers Please oppresive music really put me in the game
I complimented the 3D encorporated buildings in the 2nd level - They looked amazing!
This game would be good with a menu with containing the levels (If this gets taken further I presume there would be a couple more :wink: maybe with a score based on time completed?)
It would also be cool when getting the last citisen in the area seeing an animation of the new blue supporters overcoming the red security forces in the level!
A feature I would add to make the game have an extra dynamic would be putting up posters (these would be ripped down by security forces but inspires people in a range)
Thanks again for creating :relieved: this was great fun!
The main thing I thought was a bummer was that there wasn't a ton of different mechanics to it. The two levels didn't seem too different and it seemed a bit thin on mechanics. I'd be really interested to see where this would go in the future.
FYI, your source link is dead. I was wanting to look at what your shaders were.
I'm aware that the game may not be traditionally "fun" (as some of you have pointed out), but I hope I provided a worthwhile experience. I'll be honest, my primary intention was to create something that felt oppressive, and attempt an interactive constructivist propaganda poster. I feel that I was semi successful.
I had a blast making the audio for this. The voice of the player, the soldiers and the propaganda guy on stage are all me on my microphone. I basically put some text into google translate (Russian), played it backwards, then tried to imitate that in my own voice, reversing some parts and splicing whatever sounded good. I then did the same but using Windows text to speech for the female announcer in level 2. I definitely spent a little too long on audio in some places. I mean, there's even some background music that plays in the alley in level 2... which was cool, because I've never written music before (hence why I hid it in the alley). I'll share a full postmortem some time in the new year.
I'm wondering if anyone would be interested in me extending this idea further - but perhaps it's just better left as an experiment?
Thanks everyone for playing - looking forward to next Ludum Dare :)
Edit: Regarding the source, I'm away for the holidays at the moment I'll upload a fix once I'm back. Regarding shaders, I don't think there are any... the old-sepia effect is just a paper texture I am rotating in 90 degree increments rather rapidly. Expensive, hacky, but it works. If anyone has any questions about how I've done any of this, I could make a tutorial or something. That would be fun :)
Graphics were simple but effective (and I loved the little details like the parallax buildings). Audio was amazing. I'd say the difficulty was about right, but I'd recommend switching it up a bit by having the influence last longer and balancing it in other ways, like having the guards move in ways that affect what paths you have to take. (There was some of this on the second level, so I know it's already on your radar.)
Weirdest thing for me, and the only thing to actually rise to the status of a complaint, is the circular, unforgiving hitboxes for moving around other characters. I'd often find myself blocked from moving in a direction because I was just barely touching an npc. The trio standing in a small triangle with just enough room to move in and get them all was especially annoying, and I ended up just taking to them individually from outside so I wouldn't get stuck if I accidentally hit up or down on the way out.