The Supper by jrhee
// CONTROLS //
Move: WASD/Arrows | Confirm/Wait in place: Enter/Space | Cancel/Main Menu: Escape
// TIPS //
- The likelihood of charm succeeding goes down with each murder- plan who and when you'll charm accordingly!
- If a guest is getting too suspicious... perhaps it's time for him/her to die!
// ABOUT //
Inspired by the novel "And Then There Were None" and the board game "Clue", The Supper is a murder mystery where you play the role of the killer. Murder your esteemed guests one at a time, then charm and deceive to avoid being outed!
Created by John Rhee (@codagames) at the Babycastles (@babycastles) live jam site.
Giant post-mortem: http://ludumdare.com/compo/2015/09/04/the-supper-post-mortem/
// UPDATES //
- Added audio, updated limerick text
- Disabled mouse input
- Tweaked charm chance
Move: WASD/Arrows | Confirm/Wait in place: Enter/Space | Cancel/Main Menu: Escape
// TIPS //
- The likelihood of charm succeeding goes down with each murder- plan who and when you'll charm accordingly!
- If a guest is getting too suspicious... perhaps it's time for him/her to die!
// ABOUT //
Inspired by the novel "And Then There Were None" and the board game "Clue", The Supper is a murder mystery where you play the role of the killer. Murder your esteemed guests one at a time, then charm and deceive to avoid being outed!
Created by John Rhee (@codagames) at the Babycastles (@babycastles) live jam site.
Giant post-mortem: http://ludumdare.com/compo/2015/09/04/the-supper-post-mortem/
// UPDATES //
- Added audio, updated limerick text
- Disabled mouse input
- Tweaked charm chance
Ratings
| Coolness | 66% | 3 |
| Overall(Jam) | 4.28 | 14 |
| Fun(Jam) | 3.99 | 37 |
| Graphics(Jam) | 4.10 | 180 |
| Humor(Jam) | 3.68 | 122 |
| Innovation(Jam) | 4.28 | 9 |
| Mood(Jam) | 4.33 | 22 |
| Theme(Jam) | 4.12 | 72 |
Very nice!
I also like the end very much!
I like the looks and the sound effects. Everything works together!
If I'm being harsh I would've liked to see some more ways to influence the dinner guests, but that's just nitpicking.
All in all a very very nice entry you have here.
Good job, 5/5.
Good job, 5/5.
I loved the old-timey setting and presentation, it made your game feel very unique. I thought it odd that Flanders never ran at the end, though. Overall a polished, creative and fun entry. Great work!
Great post process effects and general feel of watching a silent film. Nice idea with dynamic camera zooming in..
Nice LD entry overall! Thanks :)
Great game! Great idea!
Once I actually *did* understand how charming worked, however, I found it to be a little bit underwhelming. There is no real reason not to try charming every guest on each evening because your odds of success will decrease the following night, and there are more nights than suspicion bars, so charming becomes non-optional and doesn't require any kind of interesting decision making.
Although I didn't love the mechanics in this game, I did find the presentation to be exceptional. The limericks used for opening and closing scenes were wonderful, the silent film-noir style had a lot of character, and the subtle changes in facial expressions as guests grew more suspicious was a brilliant touch.
I'd really love to see this presentation style used in a slightly more fleshed out set of mechanics some day!
The strategy is simple to me. This is the only thing I could complain about.
Good job!
Graphics were very polished, too. Awesome entry!
An apt homage to a book and board game both well known for their elegant design.
The art and mood are truly outstanding, each character whimsically unique in his or her several expressions, a perfect match for the pantomime-heavy silent-film style you guys have emulated
The visual effects from the lighting and overlays compliment the aesthetic even more, as do the camera control and text transitions; in fact, this is one of the most stylistically cohesive ludum dare games I've ever played! Props!
Very well done.
EXCEPT! (Mid-review turnaround!)
It's been said somewhere before, a stealth game that relies too heavily on being randomly discovered is bad, because you can have the best laid plans being foiled by a random dice roll... Which feels really crap. Which is what a lot of this feels like.
I haven't really actually figured out what "charm" does, but I assume it means you make people follow you, or something. And if you fail, you instantly lose, that's the impression I had.
So... you've essentially got a stealth game, with no enemy movement patterns to discern (seems completely random to me), and with a random chance to die when you use your one ability that you have to influence anything other than stand in their way so they can pick one fewer random direction to walk to.
I felt like a Rumba trying to murder people by inconveniently standing in their way.
So if you give them some pattern to follow and or the player to figure out and work around, and eliminate randomness from the mechanics, you've got something solid!