Silicon Boulevard 2 - No Space to Kill by David Mason
The highly anticipated return of Hughbert A Stanley Pecketdale PI in Silicon Boulevard 2 - No Space to Kill.
Point and click adventure game. Your hard-drive is damaged and only have a limit amount of storage (space) left. You must talk to people to solve problems.
Link to the original Silicon Boulevard https://ldjam.com/events/ludum-dare/39/silicon-boulevard-a-robonoire
Not going to lie, ran out of time to write the story and properly design the problems. But heres what we made.



https://youtu.be/1Kg2zqndzSU
Ratings
| Overall | 809th | 3.295⭐ | 24🧑⚖️ |
| Fun | 998th | 2.818⭐ | 24🧑⚖️ |
| Innovation | 318th | 3.659⭐ | 24🧑⚖️ |
| Theme | 616th | 3.568⭐ | 24🧑⚖️ |
| Graphics | 617th | 3.545⭐ | 24🧑⚖️ |
| Audio | 380th | 3.5⭐ | 25🧑⚖️ |
| Humor | 614th | 2.786⭐ | 23🧑⚖️ |
| Mood | 299th | 3.826⭐ | 25🧑⚖️ |
| Given | 32🗳️ | 23🗨️ |
The fond is quit hard to read I think.
There are a bug, I got block on the first door
The idea is cool but maybe too ambitious for a Game Jam maybe.
A full game with this idea where you have to store your tough to discover the story seem really great
Things you could improve:
- The barely legible font + small UI in fullscreen
- Buggy hitboxes and movement (I got stuck in the walls multiple times)
Things I especially liked:
- The mood and audio with the simple but effective pixel art, they make for a coherent experience!
- The memorable weird characters
Overall enjoyable submission, even though I could not go far in the story. Good job!
I enjoyed the game overall. The concept of taking those questions and fitting them into your limited brain space is very cool and fun to play. I think a fully fleshed-out adventure based on it will be glorious. Apart from that, music was very nice, and I adore your drawn art pieces, like the cover and the portraits.
Chill music, nice art (I love pixels! and the watercolour-like portraits were great).
Interesting mechanic with trashing/choosing thoughts, though I am not sure if I got it completely. I did get through it though, but not sure if I executed it the way I should have. Trashed all the red thoughts, even the binary code, then dragged all upper thoughts to the red box and only then saw a message what to do next; dragged the longest phrase (about the last thought) on the portrait and got "Bye". Dragging others didn't do anything after that.
Controls of moving are pretty understandable, but maybe would we nicer to walk on WASD/arrows or adjust the movement with the mouse a bit. Maybe make the movement itself a bit faster or more linear. Adding the animation for side movement (looking to left/right) would be great.
I was very dedicated to going through the door and got myself out of bounds:

And then couldn't get back for a while:

But I was very dedicated and found a way. I am pretty sure I got INTO the door while I was spamming left and right click on it and I went like a knife in soft butter. However, the other way around was MUCH harder. I figured out I have to go in really really small steps, clicking right in front of me. My character was shaking but we got out alright.
Meeting the Oiler, I figured out "Bye" in the dialogue window wasn't an answer and I am an idiot. I dragged all my phrases to the Oiler to talk to him. And this, I think, is a really inventive dialogue mechanic. Also the way I can take his words to my arsenal feels really cool. But you should definitely explain it all better. I see that tutorial is in works and it really is needed :(
I managed to talk to myself again by clicking on myself, and the dialogue window of my character just didn't change like the Oiler's did. So I still was left confused by that.
Went through the smiley face on the wall super easily, wasn't even trying much, just clicked on it:

After talking to the barmen once, he got stuck on Why - Insurance Fraud. Just as I was thinking "ah, I must not be able to feed the characters their own phrases" and started gettin excited about the mystery in this story, this dude stopped reacting to my words. I decided to "reset", said bye and tried talking to him again. Only he wasn't having it. At all. I walked all over him around him and into him and he stayed silent T_T
After that I tried to exit the bar and had to use my small-steps-technique to get through the black out-of-bounds space. While getting back in again was as easy as my first time: I clicked on door and got teleported to the bar. The barmen was willing to talk, but then I realised he only can answer a few of my questions I already got answers from him for. Also I started wondering what all that talk about a password was about if I got into the bar without it. Only after visiting the bar 2 times I talked to the Oiler again, spammed all my phrases on him and learned the password is "Knock". Maybe I used it on him before while I was spamming my phrases? But I don't think so... I wanted to feed it to the barmen but he was ignoring me again. When I finally forced him to speak, he wasn't interested in my password at all and didn't want to say anything new. Breaking into the stuff room just got me out of bounds again. That's where I finally felt utterly and completely lost and gave up.
+ This character design is my absolute favourite:

+ Overall, I was impressed with character design and world design, I think this has such a great potential! The most important part to work on is technical one, so I don't get stuck on things and get out of bounds. Then the movement speed. Tutorial / more clear instructions for the dialogue system.
+ I liked the atmosphere a lot and gameplay looks promising. I ran out of sy