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There’s definitely potential here! The procedural puzzle generation has a tendency to generate unsolvable puzzles (such as requiring two gramophones to be activated when the level generates either one or none), but we can see it potentially working smoother with extra fixes, and more fleshed-out generation rules to make things feel a bit more coherent. The core mechanics are decently solid, and would likely shine quite well with better level generation.

Additionally, this project functions completely flawlessly as-is when exported for web. We’ve tested this by decompiling it, re-exporting it as a web build from Godot 4.4, and running the result locally. The project in its current state doesn’t use anything that’s exclusive to the mobile/forward+ renderers, and doesn’t make use of any APIs that require special consideration for web exports (aside from the resolution switcher in the main menu, which predictably does nothing on the web). Publishing a web export would be a good way to get some more eyes on your game, and more ratings for your game!

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Thank you, I was in a hurry to get the game published after a crash and in my experience web versions can be buggy so I decided not to try it. Making changes during ratings is usually not allowed, but if it's alright to just publish a web version I could do that.

I only got to test for a little bit, so I didn't encounter the map generation bug before the game was submitted. I'm pretty sure that it as something to do with there not being enough tiles to add everything if the player starts close to the center on a smaller map because the game tries to avoid placing anything too close to the start location. Luckily the reset button takes care of impossible levels for now, but I want things to be a bit less free-form in the future so it's definitely on my list of things to fix quickly!