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The killing of invisible people with flying pirate ships award!
Awarded by pubby8
on April 27, 2010
I wanted to interpret the theme in a way that didn’t have to do with time. I googled the definition of “second” and learned that the guy in a corner who advises the boxer between rounds is, in fact, referred to as a second.
I tumbled the idea around in my head. I’d decided I was going to do something deliberately slower-paced and more to do with logic and strategy to contrast the direction most other entries have taken. I came up with Boxer’s Seconds, in which you’re a professional boxer tasked with hiring some seconds to replace the one that just quit on you. The problem is that each second hates some of the others and would never work for you while the ones they hate remain alive. Your job is to choose which candidates to order assassinations on and which ones to hire. You get points if you hired the maximum possible number of seconds, and you lose points when you didn’t hire as many as you could have. It’s not so simple as that, though – you’ll have to read up on each candidate to determine who it is that hates who, first.
I hope you enjoy playing as much as I’ve enjoyed making it!
MS Paint – for all game art that isn’t generated on-the-fly
GIMP and ResHack – for icon-ifying the application icon
Ableton Live – for a few percussion samples/synths
TED Notepad and Notepad++ – for text file editing
BlitzMax – for programming, naturally
A special thanks to Lucas Pope, who developed Papers, Please, for being one of the big inspirations for the interface and graphic style.
Now I need to make the graphics pretty and the interface usable.
I interpreted the theme in a funny way. The game is a logic puzzle which revolves around making as many people happy as possible while assassinating as few as possible in the process.
A while after making the first bugfix for my entry, Case Closed, I found another, loosely related bug that caused the game to skip the ending entirely. That’s fixed now, too.
There was a bug that prevented you from getting past one scene and as a result you couldn’t reach the rest of the game, it’s been fixed now.
Well, thanks to that magic that is called adding in cheats for the purpose of debugging, I completely missed the fact that one area was impossible to get out of without it. Essentially, the area isn’t showing the clues and in order to get to the next you have to find a certain number of clues. I can fix this, right? :/
Please enjoy the finished product! Due to a combination of time constraint and sleep deprivation, the plot is a bit weak in one brief portion of the game, but it shouldn’t be any kind of significant negative. I didn’t have time to add any sound, unfortunately, so the game is silent.