A downloadable Edutainment Knock-off for Windows

A small 5-10 minute arcade game played with the mouse only.

To win, you must become the greater evil.

This being an arcade game, there is only one ending, and it is when you lose. 

A short game I originally started on November 15th, 2021. My aim was to make a short game in about a week. This didn't happen.

When I made this game, my main focus was Mechanics as metaphor, or the use of mechanics and gameplay alone to tell a story. I hope players will make interesting choices and that they really think about what their actions mean. 

**Stability warning!**

This game is not incredibly stable. I have worked hard on it, but I fear that I didn't quite smooth everything out as much as I could. if you experience a crash or soft-lock while playing,  note it down in the comments, as well as what you were doing and what you suspect caused it. I will try to iron it out the best I can. from the few tests, I have done the game is pretty stable and should hold out until the end of the game. Thank you for any assistance in finding bugs!

Download

Download
Pet of Evil.zip v.1.0 5 MB

Comments

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Nice!

Thanks for playing!

Hey dude, great concept game! The execution was well-done. The idea of the character interaction with the HUD elements was a surprise, also, separating the room into different areas that cannot be seen all the time raises the tension, which is very cohesive with the theme. What was not entirely clear for me were the happiness bar and the other one. I bought an expensive bed and it took me longer to buy the lamp, and meanwhile the happiness level decreased very fast. It seems like this was scripted to happen, but then I didn't understand the function of those measures. Overall, very nice game. Keep up with the good work.

Thanks so much! Glad that you enjoyed it. The truth about the happiness and activities meters is that they are mostly there to set up act one. Generally when a story like this is told, there is an "act one" phase that sets up the characters, sets up relationships, and generally just kind of sets up the environment for the story. In this case, I wanted players to believe that the game would be a very traditional virtual pet game. That is why the happiness and activity meters exist, but they pretty much only go down.