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Indeed the close deadline of the jam prevented me from balancing the levels' difficulty; sorry about that. Will definitely engage in that.

Yes your goal value idea is good, and your max move count is excellent; will definitely incorporate them. In fact, I'm starting to wonder if the pause mechanic actually defeats the point of the timer: I put the latter there to add an extra challenge to make the player think quickly, but all that can be annulled with a press of the key F (pause button). But your comments about pausing's utility are interesting. What do you think about this?

Thanks for your detailed feedback!

Well, a max move count would prevent spamming to win, so you could eliminate pause and give a more generous timer. As it is, for me anyway, the timer isn't nearly enough time to think through the puzzles! There is another problem then - if I recall correctly, the puzzles are static and you can retry them any time. In theory you could think about them forever, then try them again after failing. One way to approch this is to make the time requiremeent soft - give a set amount of score for the puzzle, that counts down to 0 as time passes. When it hits 0, you just don't score any points for that puzzle. Sort of similar to the time pressure system used in escape simulator.

Hm that 'soft' time requirement's a good idea! Will definitely implement.

In fact would you want to receive pre-final-release builds of the games for your testing and feedback? I have a feeling your insights would be wonderful! Thanks

Sure, I don't log into itch that often, but  if you have a game in a state that you're pretty happy with, let me know, and I'll send you some feedback.

Sure, thanks!

Right now, I'm busy working on designing and implementing the levels, menu interfaces and db management; by mid-June thereabout latest I should have a testable version of the game. Will contact you then!