Room44 by arzi
It's not easy being captain.
A short story-driven game about a spaceship, its crew and a difficult decision.



| HTML5 (web) | http://artokoistinen.com/room44/ |
| Original URL | https://ldjam.com/events/ludum-dare/43/room44 |
Ratings
| Overall | 98th | 3.98⭐ | 77🧑⚖️ |
| Fun | 237th | 3.625⭐ | 78🧑⚖️ |
| Innovation | 605th | 3.047⭐ | 77🧑⚖️ |
| Theme | 368th | 3.678⭐ | 78🧑⚖️ |
| Graphics | 7th | 4.638⭐ | 78🧑⚖️ |
| Humor | 286th | 3.324⭐ | 70🧑⚖️ |
| Mood | 52th | 4.132⭐ | 78🧑⚖️ |
| Given | 57🗳️ | 48🗨️ |
Maybe I didn't understand all the clues, but I threw everyone out at least once and they all gave me the same answer as to if I was correct or not. Is it supposed to be that ambiguous? Awesome mood and art, the music fit very well. Our team actually thought of doing a similar story at first, but then we changed to something more comical.
Though, was there a correct answer at all?
Though, was there a correct answer at all?
You guys nailed it on that department
Totally support the suggestions for a "narrative" rating, you would top that one XD
Only minor thing: if you click on the machine room after discovering the body, you are "called" to the machine room, instead of just starting the scene^^
Very impressive though. Good job.
The writing was nice - the dialog and information to work from was hazy and ambiguous, but I was forced to make a decisive choice, so I felt that overall the whole project worked well in service of the theme.
I felt unclear, but hey, I had to make some choice!
A couple of things that hit me in-game as tough: I couldn't read the file to see the content and influence my judgment. I wasn't sure how much to read into the wrench being put in my locker, for example does that reduce the guilt of Kate because she would have had to kill, then sneak into my room to plant the wrench, then go BACK to the murder? Or else sneak the wrench out right in front of me? I wasn't sure how much weight to put on "clues" since it seemed clear I would not have enough info, given the theme. Lastly, I regretted that I couldn't confront people about facts I had learned, for example Fiona about the file, the scientist about the DNA link, the mechanic about the milk and wrench, etc.
I won't say who I chose in the end, but I did think it was nice that you shared the results, and that the results were pretty even!
I was impressed by how well put-together this whole experience was. The claustrophobia of the ship reflected the uncomfortably small amount of information available, and it felt right.
Nice work!
There aren't that many improvements I can think of, and since there aren't that many choices in the dialogue it might not even matter, but darkening the ones that you had already talked about would've maybe been nice. When I had (supposedly) found all the clues, I was doing my rounds through the characters and wondering if they had anything new to say.
In the end though, I was kinda left wondering if I had done the right choice, but maybe that was the point of the whole thing :laughing:
Great stuff!
I wrote a post-mortem that also discusses the ending a bit: https://ldjam.com/events/ludum-dare/43/room44/room44-post-mortem
The mood is so cool!
very nice job ;p
The game's a tad short, though that's understandable. Also I wish finding all the clues actually did something. (or maybe it does, and I just missed something)
Regardless, great game!
Only thing that bugged me a little, it was there wasn't much clues for what you can click on, so, little of pixelhunting was required. Other than that had fun with your game!