Dumb Ways to Doctor by Specturnal
Lots of patients with serious illness are in need of treatment! As an amazing doctor, it is your job to save these patients, even from their death!
There are up to 9 possible illnesses and 13 types of items available, plus a growing difficulty each day, challenge yourself to save as many patients as possible!
For some reason, patients can turn into ZOMBIES if left unchecked! Should you prevent it or make it happen? You need to be careful because using a wrong item can lead to disasters!
Strategy Guide:
-Patient can resist treatment when their fragility is too high, use tranquilizers to lower it.
-Use tools(Stun Gun, Plunger, Air Pump, Welding Tool) to attack zombies.
-Apply blood packs to reduce blood loss.
-Use steroids to increase heart rate, but treat them quickly before heart rate goes above 150.
-Use tranquilizers to lower heart rate and fragility.
-Use tranquilizers on patients that went lunatic and get off from the bed themselves. You can then put them back on bed.
Remember to prioritize conditions with greater threat!

| Youtube | https://specturnal.itch.io/dumb-ways-to-doctor |
| Original URL | https://ldjam.com/events/ludum-dare/46/dumb-ways-to-doctor |
Ratings
| Overall | 719th | 3.7⭐ | 22🧑⚖️ |
| Fun | 1424th | 3.225⭐ | 22🧑⚖️ |
| Innovation | 566th | 3.625⭐ | 22🧑⚖️ |
| Theme | 33th | 4.4⭐ | 22🧑⚖️ |
| Graphics | 1195th | 3.65⭐ | 22🧑⚖️ |
| Audio | 1234th | 3.025⭐ | 22🧑⚖️ |
| Humor | 351th | 3.675⭐ | 22🧑⚖️ |
| Mood | 734th | 3.658⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 16🗨️ |
The controls felt a bit wonky but it's no big deal afterall. The real problem for me was to find my mouse cursor when i wanted to skip to the next day because the cursor color completely blends in with the background!
Nontheless, I liked the game and I am deeply impressed of the complexity of the gameplay.
The concept is great, it took me a second to figure out where all the initial tools were but once I had a mental map of them it became a lot more fun! The treatments were also pretty funny. Imagining super gluing an artificial limb to a patient and calling it a day is great.
The idea is a fun take on the resource management style. I could see having more fun with this if I was a little more free to play with the tools. Overall a good idea with decent execution.
Second: cool game. I had fun "treating" my patients, although it felt that the first days were a bit too long, making the game a bit slow in the beginning.
I'm just wondering how you could know that these kind of treatments would be recommended by a prominent political person today? You have to be time-travelers or something =)
The gameplay was, in my opinion, the part of the game that stood out as most interesting and well made. I think that the multitasking aspect, time constraint and pressure to save lives definitely combined well to make a gameplay where the player is constantly kept at the edge of their seat. It also feels as though you managed to add a good amount of aspects to patient care, and this prevented it from becoming a stale process. It isn't just about finding the right items, but also making sure you have the time to do so by using, for example, the blood bags and tranquilizer. However, sometimes I felt as though it could have been made more obvious exactly what was happening. For example, when my patients got up for no reason I didn't quite understand why, but having an additional read-through of the rules made me realize the tranquilizer could be used against this. In general, it would've been nice to have give the player a bit more feedback about what's happening, so one can understand what's wrong and how to fix the problems.
The graphics were simplistic, and they did a good job in portraying what things were so you could usually quickly judge what something is when you were in a hurry. Although some items had a bit too similar of a design, I find that you quickly learned to distinguish between them, and besides it added a bit more of a challenge to the gameplay. I think some visual feedback on a patients condition could have been nice, so that you know which patients require the most urgent care without having to read their patient report.
The music was a nice touch, and audio feedback was used well when administering care to patients, like I would've liked to see a bit more of in regards to the visuals.
Overall, the game was fun and hectic, lacking just a bit more clarity. Like others have said, sometimes it was a bit difficult to understand, but once you got the hang of it it was actually genuinely enjoyable! Great job!
I was just like a nut trying to remember where the objects were. I would be a terrible doctor. A simple and fun game, with simple and colorful art. When making a song for a game, think that the player will hear it often. Avoid very short loopings. Think of something over 40 seconds long.
Congratulations!