Life goes on post-nuclear missiles. Maybe the trader who just rolled into town has something nice for you to take your mind off it.

A slightly more irreverent take on the apocalypse than 30 Seconds to Midnight. Made in a few hours for the Midnight Bitsy jam, in, of course, Bitsy. N.B., due to limitations in Bitsy, the game does not "end".

Comments

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This was great! I love how this continues with the 30 seconds to Midnight story. I always love fetch quests, and in a setting like the apocalypse, this felt particularly pleasing. 

I'll admit this doesn't have quite the soul-crushing intimacy as 30 Seconds To Midnight, but I enjoyed it more, as a game. 

SPOILERS BELOW - do not read further if you haven't completed the game. 

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The apparent continuity nod with the other protagonist 's dog was clever. It seems to confirm the final drink as the 'definitive' ending - at least in this reality.

Quite impressed by the economy of the gameplay - five fetch quests seamlessly integrated into three rooms. The hints were subtle enough not to railroad the player, but they all made sense; no repetitive trial-and-error or gonzo lateral thinking. 

All the NPCs showed distinct personality even within the span of a few tweet-length lines.

It's a shame that there doesn't appear to be a way to add conditional endings -- it would have been mighty satisfying to return to the tent with tea in hand.


 

I enjoy that you put a spoiler warning in for a two minute game. Thanks for the feedback!