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Hey thank you for playing and for the feedback. Yes, this was definitely more of an experimental project on the technical level for me, so i kind of assumed it wouldn't be a right cup of tea for a lot of people.

Also I am curious. Since you mentioned that you found the game frustrating, did you picked up the device in the first room?  I am asking because that thing is there to make the rest of the game a lot easier, so i'm wondering if you didn't miss it. I am still a bit new to making games and I am still making mistakes regarding the introduction of the mechanic to the player. So there is definitely a possibility that I didn't make this "item pickup" obvious enough. Or maybe you picked it up and the game is frustrating either way :D

Either way i'd still like to know answer to this question.

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Actually I did pick it up, and I also noticed the levels even give you a hint! I think I just got impatient, mostly. Although there's this strange phenomena where cautious gamers will hold onto consumables forever and never use them unless they absolutely have to. I ended up not using the device at all. Partly because of that, and partly because when I first got the device, in the instructions it says to press Right-Click, and I did it before reading that that's how to activate the device, not hide the instruction menu, so I ended up using both my charges before hiding the menu. lol

But more than anything, I personally, just get frustrated with these kinds of games too easily. It's nothing on you; I'm just ADHD and impatient. But I can still appreciate the clean and design and well crafted aesthetics, especially given the short development period. :3

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Ah, I see. Well I think that I can still take away something from your experience. Specifically I definitely should have prevented the player from clicking the button while the message is still visible. :D 

So yeah thank you for replying and for further feedback. :)

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And thank you for all the hard work! :D