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(+1)

This idea is right up my alley, I love the basic logic-based gameplay, but once the lid pattern rules were introduced I basically started failing to identify a single chest. I really don’t understand the rule that a “lid without a pattern can only go on an oak base” - the vast majority of lids, if not all of them? have no pattern. I’m also not sure I ever saw a circular base pattern.

The one thing a game like this has to have is clear, consistent rules, and I felt like from that point on I couldn’t trust anything the game was telling me. Honestly I don’t understand why you put a guide for some of the ambiguous things on your page but not all of them. It’s still not too late to edit it with answers! I would love to know why the chest on the left is a mimic and the one on the right isn’t…

I didn’t really have any agency (it felt like) over the decision to harm a certain someone towards the end because my income had completely dried up at that point and there was no other way to get the money needed to keep my mom alive (which seemed like a game over trigger), so I didn’t really feel like my choices mattered at the end. I knew something was wrong, that nearly every chest evaluated as mimic, which I think made the frustration even worse.

Figuring out the need to press space at the start was also a tiny issue. But not as big a deal as the game seemingly throwing its reliability of rules out at a certain point.

I went back through and indeed not a single chest with any patterns on their top ever shows up except a couple with the v shaped presumably ‘straight’ pattern, only as part of incorrect quest assignments. Similarly, the circle base pattern only shows up once, also as part of a quest prompt. So people not being able to differentiate circles and spirals didn’t matter.

Anyway I really wanted to love this, but I guess I’m feeling heartbroken that this otherwise amazing game let me down D:

(+1)

Thank you so much for taking the time to write such detailed feedback – it really means a lot to us. You’re absolutely right that for a logic-based game, the rules need to be consistent and crystal clear. Some of the later-day conditions (like lid patterns and base circles) ended up underdeveloped due to time constraints, which created confusion and even situations where certain patterns barely appeared. That’s on us.

We didn’t manage to get full visual explanations into the game itself before the jam deadline, but we did add a partial guide on the game page. You’re right though – it should be complete, and we’ll update it so that every ambiguous case is covered.

As for the story choices, we see your point – the intent was to add weight and moral pressure, but if the mechanics dried up income to the point where choices felt forced, then that undermines the experience. That’s really valuable feedback we’ll take with us if we expand the project.

Again, thank you for such thoughtful criticism – we understand the frustration, and we’ll be using notes like yours to polish and improve the game moving forward.