Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(2 edits)

I had another go today. Unfortunately the only thing I managed was pushing the bench on the other side of the garden. But that had no effect on my progress and I failed to get further. Kudos for the surreal story though as that brought me back a second time.   My recommendation is that you take the player a little bit more by the hand. Give them a story to experience, or with a more puzzle oriented approach give them clear micro goals that lead to success. Failure should always result in feedback. Examining should result in hints (sometimes).  I'd also recommend to implement more synonyms so that the player doesn't need to hunt for the right verb. Guess the verb may stay in the 80s. Overall I was very satisfied until I got frustrated. But that's maybe just me. I tend to write adventures that adapt modern gaming expectations as well (you can't die, heavily simplified voabulary, experiencing a story and so on), so I'm maybe not the right person to judge a game that takes a very classic approach. Looking forward to your next game !   :)