Suicidal Boyfriend by Federico Giorgi
Suicidal Boyfriend is a game about you: Phoebe. You have seen your boyfriend, Joey acting quite strange lately.
This has turbed you so much that you're have been having nightmares for days. Your worst fear is that he would like to commit suicide.
From that, you decided that you will stop him, by investigating all of the hints that he leaves behind and taking away what he wants to use to kill himself, no matter what.
THEME
Stuck in a Loop, this girl, Phoebe, has discovered that his boyfriend wants to kill himself, and this is driving her crazy. She starts to have nightmares, where she tries to save him. Each day a nightmare comes after the day before, locking her, that just wants to get away from this tiring and scary loop.
GRAPHICS
All the graphics have been made during the Jam, except for the exterior!This is a low poly 3d investigation game, altenated with 2d cinematics. We chose this style in first place to learn model, and then, because of the fact that there was no time or abilities to make a 3d animation, we decided to choose this other way. But I really think that they fit a lot in this game!
AUDIO
All of the audio have been made during the Jam! A huge THANK YOU to our sound designers, you've made a LOT of enthusiasmatic work. The soundtrack is sad and melancholic, just to fit the theme. Various instruments that goes along and pleasures at every note. I really loved working with them!
HUMOR
This game treats some serious temathic, and is not meant for any kind of humor, if not for some easter eggs put here and there. But the game itself is very serious.
MOOD
The mood of this game is melancholic, but keeps you in tension due to its prompt. You have to rush and discover everything in time, before it's too late. You have too be concentrated. The mood is meant to let the player identify with Phoebe, let they feel as if their actions would REALLY impact on a life.
We hope you'll enjoy our submission and have a great Jam!!
SCREENSHOTS

Ratings
| Overall | 931th | 3.409⭐ | 46🧑⚖️ |
| Fun | 1392th | 2.761⭐ | 46🧑⚖️ |
| Innovation | 913th | 3.239⭐ | 46🧑⚖️ |
| Theme | 529th | 3.852⭐ | 46🧑⚖️ |
| Graphics | 542th | 3.856⭐ | 47🧑⚖️ |
| Audio | 406th | 3.633⭐ | 47🧑⚖️ |
| Mood | 409th | 3.756⭐ | 47🧑⚖️ |
| Given | 48🗳️ | 54🗨️ |
I loved the art, and respect the choice of the difficult topic.
Well done on completing your game!
10/10
Only LD game I've ever been able to play with a controller. Really cool.
I really hope nobody has to go through suicide or dealing with it like Phoebe though and support is always available for anybody having negative thoughts. :slight_smile:
Although this was a serious game, I did find that among us reference in the loading screen about a dead body found so nice try to add that in haha. Also I believe I saw an Inception reference with the spinning top next to the bed so I was very happy you guys made that a thing in the dream/nightmare.
I would however kinda let the player know where the different "weapons" are as I did not know that a mirror was an overdose and I only chose it by process of elimination. Also why is the bible a weapon? I do not understand as I spotted the cross in the corner and saved Joey.
Overall, this game is very well done with a serious tone (and jokes in the loading screens) and the storytelling is great for a 3 day entry. I loved the references and enjoyed the experience a lot. Well done team, very strong entry.
thank you very much, I am really happy to read this message and I was so pleased to have joined you
The gameplay itself... I can't get to grips with yet. I will be sure to revisit the game with a clearer mind though. Great efforts all around!
I was extremely impressed by the voice acting, it was so well made!
And I loved the reference to the Inception totem haha.
Nice job overall!
Well let's say that I'm glad we portraied that well the mood and the depressive disorder, even if it's a difficult subject.
I'm very happy actially that this game managed to impress this much, because this mean that we succeded on our intent.
Thank you so much for playing it, and most of all, thank you for your words
@trexxak Thank you so much, let us know how the game is after playing again after some rest!
@peace-of-cake-games even if this theme is really hard, I don't think that we'll make a friendly version; that will mean the loss of sense of this game; Suicidal Boyfriend is meant to be heavy, so probably it will remain a content for a small audience
@dexort Haha, I'm sorry about the subject, but I hope you still liked it!
@imod Yeah! I'm so happy to hear that!
@eduardo-yukio first of all, thank you so much; this game is an investigation one, you're supposed to find clues about the death that the boy wants to inflict himself, but the ways to kill him are always present, so that you don't automatically know which one it is
I personally did not get anything out of the tone. If anything, I found it to be more dark humorous than depressing, because the timing of the suicide scenes, the way they come and go quickly, and the weird effect on the "You have been useless today" are all hitting the right beats to be a comedy game. Especially when my man Joey somehow crucifies both arms like a chad (I know it's a dream, but still).
You cannot have a dark game about suicide automatically win points for tone and capture the heart of its audience just by being a game that has heavy elements in it. Likewise the game's blurb cannot be "This is a serious game". Context is important; I know nothing about Phoebe and Joey and so their personal struggles carry no weight to me. That's more a writing thing than a game development thing, but it's important nontheless.
A game that wants a tone like this would benefit from being longer (which is obviously not within the scope of a game jam, which is why I don't think this is a good idea for a game jam game), where we get to experience Joey and Phoebe in a positive context, and grow to like them and care about them. If we're just thrust immediately into the deep end, there's no substance. And the way it ruins its own tone with jokey tips, the Kurt Kobain gag, and stuff like that makes its intentions wobble about all over the place. Is this a serious game or not?
Which is why I *do* think this is a good idea in general. The idea of learning who Joey is and trying to figure out what he is thinking based on what he has said, what he has done, and what he has left around the house is actually a great idea. It provides a lot of opportunity for subtext, and requires the player to pay attention to dialogue in the game. But as it stands, the game is too arcadey and fast paced.
The game's scale is also all over the place. Sinks are too tall, rooms are too big with too much empty space, the car is *huge*, there's no reason for there to be a stamina mechanic, and the default mouse sensitivity is way too high.
That said, I am still impressed by what you managed to achieve in Unity in such a short time. I think Unity is horrible for quick projects because of all the bells and whistles, so whenever someone is able to make a game-jam game that's more than just a single room with a single mechanic, I think you've done a good job technically-speaking. The programmer(s) should be pleased.
There's a good idea for a game in here somewhere, the execution just hasn't been great.
I managed to save Joey once or twice, but if I'm honest I'm not really sure how. :sweat_smile: I couldn't work out whether the tip displayed during the loading screen is relevant for the upcoming day, or not... Did it work once by chance, or not work because of a bug? I'd recommend against showing those sorts of tips if they're randomized, simply because they're so misleading in a game like this.
Maybe a little bit too far? I think it was an interesting concept, but I'm not sure running around trying to baby-proof a house is the best way to prevent suicide haha. It is a very well polished game, even if it is indeed super dark
There is an old saying that "brevity is the soul of wit." In English the inverse is also true: "long-windedness is the soul of tragedy." The language and dialogue here is too blunt, too sharp, and too direct. It comes across as a dark comedy. I would strongly advise reworking the dialogue and script. Be more circumspect, and LESS willing to engage with the subject material. More euphemisms and unspoken context, and less "You are useless today."
Best of luck with your future projects.
Like I said on stream you could handle the RNG so you don't get the same puzzle over and over again.
Overall, love the visuals, the mood, the music and the gameplay.
Solid entry.
Pretty textures you got there, very creative, thanks for adding cutscenes, Good ending, good audio design, music and voice acting, good job on the font, too. Well done :thumbsup:
overll nice job!!!
Your game was one of the first ones I played this ld, and with the deadline just ending, I was simply too tired to understand. My apologies!
I gave it a second chance now and actually understood what I was supposed to do! I do feel though that more hints could be a bit more obvious. The bottle of wine or the toast on the ground are juuust the right level of "easy to miss" in my opinion.
I corrected my ratings to the positive. Thank you for this very unique game!