Thank you for looking at my submission!

This game was made for the Godot Wild Jam 82 as a solo project with the theme of "Unseen"

Overall, I'm happy with the end product. I definitely over-scoped at first. I wish I had time to add more features and complexity to the storyline / kills, but that always happens with game jams.

HOW TO PLAY

  • Mouse Driven
  • Every hour, you will select a room to enter
  • In that room, you will be able to interact with people / props.
  • The goal of the game is to dispatch each guest before they discover your identity
  • If you have nothing left to do in a room, you can pass time until the next hour

Currently, the game lacks difficulty, but I still think it's a quick, fun time.


DESCRIPTION / THEME - "Unseen" (And wildcard)

To meet the theme of Unseen, I tried to focus on social deduction and stealth. The goal of the game is to blend into the guests, so standing out is overall a bad thing. To push towards that, there is a suspicion system where each guest tracks the player's dialogue, movement, and actions and adjusts their suspicion / trust of the player throughout the game. Also, there are some lovecrafian / cult-y elements to push towards that as well. For the wildcards, I mainly tried to incorporate the "Immersive" one, but that's a little half baked.

Overall, I wanted the game to feel like a board game, like Clue or other social deduction games. For this, I tried to follow a character theme for each guest, like a prideful soldier, a drunk noble, and a "crazed" priest.

CREDITS

- Art, Programming, Game Design, Story, Midlife Crisis, Etc - LGWV (that's me)

CUTTING ROOM FLOOR

  • Other characters
    • I ultimately cut a few characters from the cast due to time constraints. These characters included:
      • Lady Henrietta Beale, the Gossip. If the player gained her trust by helping her find her missing brooch, she would give info for each other guest - though this info is likely to be more gossip than truth.

      • Dr. Cordelia Wren, the Doctor. She is logical, to a fault. This tied into a system idea I had to allow the player to plant evidence on guests. Then, if their murder was discovered, they could blame it on a guest. The doctor would examine the evidence / body and likely follow the fake trail.

      • Miss Ivy Thorne, the Romantic. I mainly wanted to tap into Victorian romance tropes here, like a young, naive lover. She's the one I had the least work on when I decided to cut a few characters, but the general idea would have been to build a system to easily separate her and another guest from the main "pack"
  • Systems
    • Currently, guests can not "see" what happens in the room they are in. For instance, if you kill a guest while another guest is in the room, they currently do not register it as a suspicious activity.
    • Framing guests
    • Occult Points
      • I had the idea for giving the player "occult points" for certain actions that pleased their unseen patron. This would allow them to call on eldritch powers to do things like easily hide bodies, easy kills, or tamper with guest's minds during dialogue.




Published 3 days ago
StatusReleased
PlatformsHTML5
AuthorLGWV
Made withGodot

Comments

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(+1)

The font is very hard to read on 1080p in the web version.

Just to check, did you try the full screen button in the bottom right of the popup window? Sometimes Itch’s popup window after you click “Run Dinner” can be a little pixelated, but clicking the full screen button makes it better

(+1)

It was in full screen, yes. It wasn't unreadable, but it was pixelated enough that in a game with a considerable amount of reading. I would get way too much eye strain. So I pretty much quit after one screen.

(+1)

weird, I’ll look into that. Thanks for the feedback!