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Loose Ties is a turn-based tactical game about deducing out who is at the party. Move through the house, chat to the guests, and dance to get a little extra attention. Deduce the personality of each guest by observing how they behave before the vibes turn sour! Can your social battery hold out for 4 wild nights?

Loose Ties was developed for the 2026 7 Day Roguelike Challenge. Thank you to the organisers!

                                                        

Controls

This is a pico-8 game so the controls will say to press O and X. These map to Z and X on the keyboard, respectively. 

Leaderboard

Completing 4 evenings in Loose Ties will award you with a score. If you post a screenshot in the comments I can shower you in eternal glory by including it in this list.

  1. ryanu: 14094
  2. Munchkin: 14046
  3. Bern: 13036
  4. ghettobastler: 12026
  5. Jack Turps: 11037
  6. Lauren HS: 9030

Credits

The character sprites are adapted from Loren Schmidt's phospher art pack. There's so much character in here, check it out!

Shout Outs

I wanted to include some shoutouts for projects  that I drew inspiration from while making Loose Ties!

First up is Cinco Paus by Michael Brough. I think Cinco Paus is just brilliant and Loose Ties is largely inspired by the way that it uses hidden information to play in the negative space of a design.

Next up is (maybe obviously) Party House by Jon Perry and the UFO 50 team. Although I am complete butt at the game, I love how it expresses the knotted, entangled nature of parties.

Then there's Molly House by Jo Kelly and Cole Wehrle! Molly House combines hidden roles with parties to create really evocative narratives that can represent all kinds of relationships. That was a big influence here.

Walkthrough 

I've recorded a really quick walkthrough of the first two parties, just to give a feel for how the game works and how you might approach some of the deductions. It is by no means required reading (:

The Fine Print

Because this is a deduction game, it can be useful to have a forensic understanding of the rules, so here are some clarifications of certain terms and behaviours in the game.

  1. a guest is any character at the party, including you.
  2. an NPC (non-player character) is any character at the party except for you.
  3. a guest is adjacent to something if they are one block away from it, orthogonally. That's north, south, east, and west, with no diagonals.
  4. a guest is alone when they have no guests adjacent to them.
  5. guest A is alone with guest B if guest A is adjacent to guest B, and neither guest A nor guest B are adjacent to any other guests.
  6. The same persona will never be assigned to two guests at the same party.
  7. Unless stated otherwise in their persona, chatting to an NPC will give them good vibes.
  8. Unless stated otherwise in their persona, NPCs will move to a random adjacent tile when you move.
  9. All NPCs will move towards you when you dance, regardless of their persona.

If anything in the game feels ambiguous to you, please let me know and I can clarify it here!

Updated 10 hours ago
Published 1 day ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorJack Turps
GenrePuzzle
Made withPICO-8
Tagsdeduction, PICO-8, Roguelike, Short, Sokoban

Comments

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This really encapsulates the weird social games of figuring out one another at a party -- after a few rounds I was very much feeling the pressure of "oh don't pester this person too much or else everything's going to feel bad but also what is their deal???"


It's a good touch (and a challenge), too, that I'd often forget about keeping track of the party's vibes - by the time I would realize we were on the verge of a Bad Time the door was often too far away for me to leave in time. Reminded me a lot of trying and failing to extricate myself from a house party on its dying legs in my 20s.

(+1)

Hahaha I know exactly what you mean, I really love being in spots where you have to decide whether you can intervene and fix the vibe or whether you’ve just gotta leave the situation alone.

I’m glad that you enjoyed the bad vibe meter thing! To be honest with you I feel that its one of the weaker parts of the design at the minute. The numbers get big and move slowly so it lacks an immediacy that I suspect would make the game and theme resound a bit more. It’s something I’d like to revisit after the jam!

Ty for playing! I hope the memories of your 20s were welcome ones (its about 50/50 on fun/embarrassing for me lol)

(1 edit) (+1)

Mixing turned based movement and deduction is really interesting! I like how the movement mechanics and small map, very fittingly, makes you feel a bit “trapped” in this party. Also the “bad vibes” mechanic work really well at tying up the guests moods and the difficulty of the movement puzzle together. Really nice!

Thank you!! I’m hoping that moving through the party starts out awkward and claustrophobic and becomes a little bit more natural as you play. Something like a memoir to my gangly teenage self lol.

welcome to the leaderboard btw 😎

and the first leaderboard entry from my gf! (Lauren HS)

Here's where we're at 😎

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