culpr!t

Welcome to a thrilling memory murder mystery set on a small, petite island. Your mission is to uncover the identity of the culprit responsible for a heinous crime. As the investigator, you have limited resources - only one bullet - so MAKE IT COUNT! The stakes are high, and your decisions are final. Controls:

  • E key: interact with villagers to initiate conversations and gather clues.
  • Q key: Fire your one and only bullet. Choose wisely—once it's gone, there's no turning back.
  • WASD: move around the island.

Gameplay:

  • Talk to the island’s villagers to collect information about the culprit. But beware—villagers will only give you vague, general descriptions, and not only one of the two identifiers are correct. It's up to you to piece together the real facts from the conflicting stories. The more you explore and interact, the closer you'll come to identifying the real culprit.
  • You only have one chance to take down the murderer. Once you’ve gathered enough clues, use your single bullet to strike—but make sure you're targeting the right person. Choose wrong, and the consequences will be severe. No second chances.

Can you solve the mystery and catch the culprit before it’s too late? Cool things about culpr!t 

  • 100% handmade visual art!!!
  • Two person team: Anna Nguyen and Tyson Tremblay! 
  • A submission for a 48 hour game jam with the theme of "Make it count"
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorTyson Tremblay
GenreAdventure
Made withGodot
TagsMystery

Comments

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This one is a ton of fun and has such a great theme. I love how the retro graphics and cutesy main menu contrast with the grisly murder scene and thriller-inspired stakes, but everything still manages to feel tense. For me, it's a bit too short and a bit too punishing, which is understandable for a Jam game, but I think it works as a great proof-of-concept for something that could be a bit bigger and more complex (e.g. more missions, starting with simpler ones; different scene layouts; varying clue complexity - a longer timer and more complex clues could have more of a in-depth deductive feel). Nice work, here!

I gotta know who dun it! Then they must be 'dealt with' XD love it! Great work