The 57
A group of people are trying to build a tunnel to escape East Berlin. We need to stop them from completing the tunnel and escaping under the Berlin Wall.
HISTORY:
In 1964, 57 citizens of East Berlin escaped through a tunnel beneath the Wall to West Berlin.
Today, at the site, Strelitzer Strasse 55, a memorial plaque commemorates both the successful escape of the citizens and the death of the ones who fighted the border guards to help people to escape as victims of the Berlin Wall.
This episode is generally called Tunnel 57.
HOW TO PLAY
Click to interact
CREDITS:
Director - DParallax
Game Design - DParallax, Eperson, Victor Fantin
Art - Victor Fantin, DParallax
Animations - Eperson
Programming - Eperson, DParallax
Music and SFX - Bisqo
Status | Prototype |
Platforms | HTML5 |
Authors | SINGULARITY GAMES, Eperson, fantinvictor, A Wickie's Games, DParallax |
Genre | Strategy |
Made with | Unity |
Tags | 2D, Casual, Singleplayer, Unity |
Comments
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This game is sweet!! I hope you keep working on it!!
Really enjoyed the concept of figuring out where the tunnel was.
The Main menu animation, buttons and overall feel of the game was very well done. The tutorial explained the rules of the game very well made. I liked how you could transition into the game after the tutorial.
The music was well made! I liked how it varied from the in-game and the tutorial. In-game music gave it a detective feel to it. As if I was a detective figuring out the case of the mysterious tunnel.
Having two different phases was a nice touch.
Some Remarks:
It might have been better to have the block's number displayed next to it in the map instead of clicking it. I feel this would help in quickly seeing where they are going, instead of having to memorize everything.
Maybe have some shortcut keys to: Investigate, watch list and arrest, to avoid having to drag the mouse back and forth from the map and onto the interaction panel.
This might have been me, but I felt that more tools for the detective would help a lot, as it is quite difficult to gauge what exactly is happening with a lot of people moving about (like I said, could be just me). Something like restricting an area for a certain amount of time. Something that maybe could help me isolate a suspicious section of the city.
I don't know if it was intentional, but having icon textures when investigating might help gain a better idea of what they carry, instead of dragging your mouse. This would help save time as time is precious!
Overall, I really enjoyed playing the game. It was fun being a detective, even though I failed to find the tunnel.
Hey, Jonas. Thanks for the feedback. We really apreciated that and we are happy that you enjoyed the game and the "detective-ish" feeling. That's what we were looking for.
Just some of our thoughts based upon your remarks:
-The idea of memorizing the blocks is kinda of what we wanted. When we implemented the block's name in the game a quite number of rebalancing in the citizen behavior had to be made, because the game became too easy. But we can, for sure, test if there is a way to put the name of the blocks and yet keep it balanced. (And just a little confess: many times when I was playing, I got the wrong place just for miscounting the blocks. And I kinda liked it. Make me have more attention in the next round.)
- The shortcut keys would improve the gameplay indeed. We will put some work on it. :)
- The idea of more tools for the detective is also another great idea. You're not the first to tell us that it's difficult to concentrate when you have so much going on in the screen. The idea of the "too much going on" is what we want, because much of the detective works is find patterns and clues where there is caos. But, also, if it's annoying the players, we need to put some tought on it. Maybe we can find a middle ground. The "more tools" idea goes in that direction.
- Yeah... The icon textures was what we wanted, but because of the time and some other stuff that happend in the last two days, we decided, for now, to use placeholders. That was not a decent decision, but we rather prefer the place holder for all itens then make that only five or six had it. Make the things look more coherent.
Again, thanks for the feedback, Jonas.
We hope that you come back in a while to see the really finished version of the game.
A little late, but Happy 2021!