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Allllmost beat this… I got softlocked two times on the eye tunnel puzzle and gave up. I felt like I was close to a solution, but I don’t have the patience to play the whole thing a third time.

This is a really, really clever puzzle game. I love games about deciphering languages (if you’ve played Tunic, that game has a really fun language to decode), and tying it to in-game Sokoban mechanics is genius. When I realized you could combine bit of spells you’ve already learned, everything turned up a notch.

There’s a lot of depth to the types of spells, too. The system of making things cast by proxy opens up so many possibilities - a lot of these puzzles probably have multiple solutions. The puzzle at the end stumped me completely, though… I think I was missing some capability of that system. (Also, I feel like the looping and summoning-yourself spells were bound to cause issues. Maybe rethink those ones a bit…)

Another suggestion would be to make the full spell-book available from the start. GOing back to Tunic, that game is all about deciphering a game manual to learn mechanics and secrets… but, if you’ve played it before, you can do all that stuff from the start and skip huge swaths of the game. I think if, instead of artificially giving you spell components, this game just gave you the hint papers, it would make progression purely based on player knowledge, which I think is more interesting. (Also, it would’ve made backtracking after that softlock a lot less painful!)

Overall, one of the most creative puzzle games I’ve played in a while. Well done!

Yeah, sorry about the softlocking. I somehow didn't catch that it was possible until it was too late. Its technically possible to escape by making another object next to your spawn point and programming that object to repeatedly create you, but I don't blame you for just quitting. 

Thank you for the extensive feedback! In retrospect, I do tend to agree that the game would have been better with all the runes unlocked at the beginning. I didn't want players to be overwhelmed at the start by having so many runes so that's why I made them unlockable, but having access to all of the runes from the start would have allowed clever players to skip entire sections of the game, and would have opened the door for even more discovery and experimentation (which is what the game is all about).

Also you're spot on with the Tunic thing. This game was heavily inspired by Tunic and Chants of Senaar too.

I actually did manage to figure that out my second playthrough. I got stuck again right afterwards, though, and I couldn’t get it to work a second time :(

I’ve never played Chants of Sennaar, but it sounds like something I might like.