Crowded Prison by Fernando Tonon de Rossi
You are a psychopath, who doesn't like crowd places and the authorities sent you for the most populated jail. It is recreation time, so the cell doors are unlocked and you just found a piercy metal capable of stabbing. Controls: W: Change armed/unarmed Space: Attack/Opens doors Arrows: Move Have Fun!
The tools I used: - Qt/QML - MS Paint and GIMP - Audacity
I couldn't apply getting attacked by the NPCs, but at the end i could finish it in time.

| Windows | https://bitbucket.org/fernandot/crowdedprison/downloads/ |
| Source code | https://bitbucket.org/fernandot/crowdedprison/src |
| Original URL | https://ldjam.com/events/ludum-dare/42/crowded-prison |
Ratings
| Overall | 691th | 2.568⭐ | 24🧑⚖️ |
| Fun | 550th | 2.864⭐ | 24🧑⚖️ |
| Innovation | 634th | 2.568⭐ | 24🧑⚖️ |
| Theme | 645th | 2.773⭐ | 24🧑⚖️ |
| Graphics | 573th | 2.705⭐ | 24🧑⚖️ |
| Audio | 403th | 2.775⭐ | 22🧑⚖️ |
| Humor | 194th | 2.875⭐ | 22🧑⚖️ |
| Mood | 463th | 2.714⭐ | 23🧑⚖️ |
| Given | 23🗳️ | 22🗨️ |
It could definitely use a little more polish here and there, as others have described, but I think you got a nice start in the time available. I hope you manage to put in the other ideas and fixes you didn't have time for.
Hope you had a great LD!
0 - Main Mechanics:
Walking around the environment killing the other characters.
1 - Secondary Mechanics:
Equip and unequip the weapon.
Open and close doors.
2 - Learning Curve:
It took a while to understand the possibility of equipping and unequipping the weapon (after that the game was simple). The first time I played I could not identify myself (maybe I bugged the character, or I just stayed at an unseen point (my advice would be to somehow identify the character, since (of course) the prisoners are in uniform).
3 - Flow:
There is no big challenge, once you learn how to use the stabbing mechanics, the game is limited to touching other characters and assassinating them at once. It would do well for the game flow to add some restrictive element, or it could reverse the advancing situation in the direction of victory (maybe hide bodies, incriminate another, have life bar etc).
4 - Love Points:
I'm not sure if it was intended, but there was a social critique regarding prisons (Brazilian prisons are very crowded, so it was not difficult to see this as a reference to prisons).
5 - Presentation of the Narrative:
The narrative was delivered at once in writing, perhaps (in case of continuity of the project) it should be carried out gradually. Who knows, backing up a bit and allowing the player to get the necessary items to arm.
6 - Art Polishment:
The graphic art became interesting with regard to the main scene and the characters (in Ludum Dare's time, mainly); I would say polishing should happen in case of continuity of the project.
Menu art can be improved (adapted to the context of the game); the letters were very small (although legible), it may be interesting to break the explanations at different narrative moments to make room for texts with more readable typographic fonts.
The sound part can be enlarged, better setting the game.
7 - Monetization Attractiveness:
If the game becomes a larger project with chapters, one could deliver the first one free and sell the next one by one, showing the sequence or even the prequel of the character's story. I think this would suit smartphones better.
8 - Community Generation:
In case of continuity of the project and the form of monetization mentioned above, I believe that between one title and another, information (in a fictional news format about the narrative scenario of the game) could be published on a Facebook page. This could attract new and curious players. PS: If you create a page, invite me to follow.
9 - Cultural Dialogue:
The game talks about "prisons" and "psychopathy", I do not know if the term "psychopath" is being used properly (in scientific terms); I believe it was mainly used because of the cultural influence of using the term and to cause humor (perhaps also critical); in this sense there is potential to attract the interested parties to the game. On the contrary (the game as an influencer), I believe that a continuing project could talk about prisons around the world, revealing interesting facts and allowing players to know a little more about reality.