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(+1)

This is a really cool concept. I enjoyed the puzzles a lot. The music and sound design was especially nice. I appreciated how the complexity of the puzzles was linked to the emotional content of the story. At the moment when the events in the story felt inevitable the puzzles became trivial, very nice integration.


A couple of things about the puzzles: I felt like the 1 nodes were sort of superfluous since there's only one way they can resolve, you just have to click on them. The fact that the diagonal spacing was so much larger than the horizontal and vertical spacing meant that I kept not seeing that I could connect things diagonally. I got used to it pretty quickly but I still think it would be better to either make the spacing more uniform or to mark out ghost edges where an edge could be. Or something like that so that the potential connection is easy to see.

(+1)

Interesting ideas, we'll think about it.

Regarding the 1 nodes- you're not the first person to point that out.

My thought initially was that I like these places in the puzzles not being empty.

As you pointed out, the puzzles also reflect the narrative and the in-game character's mind, so I felt that the ability to make it one filled node instead of a whole mattered.

(+1)

That makes sense. I wonder if having some additional feedback would help make them feel integrated. Something like You get a "clarity" score based on how many times you have to redraw each path, or something like that. And so in the puzzles that reflect moments of certainty in the story these kind of nodes could be more common reflecting the character's understanding of the situation. Meh, even I'm not sure that's a good idea.