Zero Chances by OverDose
You wake up in a bunker with 2 shelves full of resources at your disposal. How long can you delay your death?
| Link | https://overdosegames.itch.io/zero-chances |
| Original URL | https://ldjam.com/events/ludum-dare/50/zero-chances |
Ratings
| Given | 12🗳️ | 2🗨️ |
What was the meaning of the "knock knock" at the beginning of some days? I tried to open the door but to no avail.
Whatever you come up with, I'd be more than happy to check it out!
The radio was an excellent touch. The fact that it only ever picks up static -- never even the barest echo of another human's voice -- really helped sell the loneliness and isolation.
I really thought the knocks on the door were gonna go somewhere. Whenever I tried to hear one, I tried to open the door, but you can't interact with that. It would have been nice to hear a clatter as you try to open the door, indicating that it's locked or stuck. Personally I would have made the knocks reduce in intensity and then stop altogether over the first ~10 days.
The game drags on a little long, I feel. I think it's said its piece by about day 30 or so, but of course the game lasts much longer than that if you don't give up. You could make the game go by faster by making the player require more food and water per day.
Speaking of which -- I found the diagetic hunger/thirst indicators very weird. The rest of the bunker looks totally normal and immersive, so the neon cyan/organe bars were very out of place, and they took me out of the experience a little. I think it would have been cool to indicate these values using second-person overlaid text. "You are not thirsty ... You are somewhat thirsty ... You are very thirsty ... You are desperately thirsty ..." etc.
Overall I quite enjoyed my time with *Zero Chances*. If you do continue to work on this concept, I will definitely play your later iterations. Congrats on finishing the jam!