Entry for ResistJam 2017

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How to Play


Your goal is to infer the leader of various domestic groups by drawing conclusions based on monitoring communications networks. Scan targets to gather intel, and once you've got a clear enough picture, arrest them. Try not to arrest the wrong person, it's expensive to cover up.


You have access to the the sophisticated Orthographic Reception Watch and Eliminate mk. II monitoring device. With it, using a simple command interface you can spy monitor and act upon threats.


scanScanning is the core method to identify threats. Due to the nature of the act, however, it's somewhat limited. Scanning a person gives you their entire call history and automatically adds them to the tracking list if they are deemed a threat. Otherwise, they'll be added to the ignore list

track Tracking lets you observe someone without spending our resources! If you suspect someone but don't want to scan them just yet, you can monitor them to see if they call a known suspect, or to turn off existing tracking.

arrestOnce you're pretty sure about someone, you can arrest them. Make sure it's the right one. You will be able to watch the dispatched officer pursue them and upon arrival, you'll be able to see the results.

ignore Toggles the ignore flag. Useful for cleaning up the map.
Note that scanned targets that are not suspicious will automatically be added to the ignore list.

help Useful in case you forget how to use these commands.




Download 4 MB
Download 4 MB


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What I really liked about your game was the interface design itself. The text input gave it some kind of authority, like it would be something hidden in the dark, a tool just for me, the player - it corresponded pretty well with the goal in your game. :) That's why I included it in one of our compilation articles about the ResistJam, along with two other neat entries, and the related showcase video. <3

Best wishes,


Hey Your game is pretty kickass,

I'm working on a video project called time capsules focusing on game indie devs. It's similar to sending a message to your self in 50 years;

Only five questions for my documentary:

1. What feature in your game can the player not experience anywhere else?

2. What's the biggest personal obstacle you had to overcome in creating your game so far? (it could be super technical or anything else that you want to talk about)

3. Who helped you decide to become a game dev?

4. What feature of the game do you absolutely love that no one would probably ever find?

5. What do you believe video games mean to humanity?

First couple of episodes

if you have some game footage or even better developmental footage of errors or other stuff you'd like to show people who have never programmed a day in their life.

also best ways to contact you, and all social media you use because I'll be displaying those through out the episode.

I think if people dig the game and dig your story they might reach out for questions or colabs you really never know what can come of it.

do you think you'd be interested in being my guest?


I think i found a pattern. The suspect is always the first person your "starting point guy" calls. Got pretty easy at this point. Still a great game tho.


The screenshots look awesome. I wasn't able to get it working properly, though.

The keyboard events need to be intercepted so they don't trigger browser built-in shortcuts. I use typeahead find, for instance, that pops open the browser's find-in-page search box when I start typing, so it takes focus away from the game. In Chrome, the space bar scrolled the page down when I was trying to type.

I haven't worked with Phaser in a while, but in plain old javascript you want to call .preventDefault() and .stopPropagation() on the keypress event object. I think Phaser has a .preventDefault somewhere that you can use.

Thanks for the feedback! I tried to use a couple things but there were some mixed up API references in Phaser's documentation.

did you try clicking on the game screen?


Definitely on topic! I felt like the NSA was actually breathing down my neck!

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The text and lines are frequently obscured (when playing in browser). I like playing it anyway, which says something good about the rest of the design.