I like the comedy dialogue with the AI! It was fun to see what Jino would say next :D
Made for MiniJam 29.
Limitation: No Combat
The goal for this prototype was a ninja-gumshoe narrative incorporating a walk-through mechanic, looking for clues, and reading dialog to see what was needed and where the player had to go. While stealth and dialog choices were wanted, by the time the underlying systems were in place, those features needed to be cut.
What Made It: Dialog, portraits, basic backgrounds, custom triggers for dialog events, player skills (Hint Eye, Lockpick), and interaction with the environment.
What Didn't Make It: Gameplay (lol), sound, stealth gameplay, extended narrative, 4 planned characters to move the general story along.
What I Learned
- Unity doesn't have to be all about underlying script systems. You can actually make progress with it!
- This was my first jam, and people were very eager to show off their stuff. I was happy to experience that.
- Sleep is important for game jams (YMMV)
- It will be easier to go for core features next jam rather than large systems.
Font - "Hello World" - Anthony Gross
Public domain, GPL, OFL
Art feedback - GHPCDev
Please leave me feedback in the comments below or hit me up on Discord. ;)
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Thanks! The dialogue is going to be a big part of the draw. Currently working on a more fleshed-out prologue. Will post some more progress soon!
Yeah, this was cool, please continue it!
Loved the dialogues, they were really cool, you got me laughing multiple times :)
Only bad thing: I was a little disappointed that there was no music in the game.
Thanks, I'm glad you enjoyed it. I agree some music would help with the mood. Any sound at all would actually. I'll put that on a list.
This is good, I'd play more of this if you get around to adding more content.
Pretty great foundation! You managed to hit a consistent style/theme even with just a few days' work, and the systems worked perfectly. This is a solid start to a point-and-click adventure. Kudos!
Ay thanks chief! You hit the nail on the head, the systems foundation is all set up. The entire thing is basically run on interconnecting Unity ScriptableObjects. Some efficiencies to be made, but overall not too shabby.