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(+2)

Also, sorry for being harsh; I had just played through and was feeling kind of frustrated.  You've got several things right here.  For one, there's a fair number of games on Itch that don't even work -- so you've cleared that hurdle.  Also there are a LOT of games here that are just plain hideous, and you don't have that problem either (the way the girl looks -- pretty! friendly! -- does not really make sense for the scenario but everything else looks fine).

I've been trying to sort out what the problem really is with the logic in this, since good escape puzzles often have you use things in non-normal ways and isn't that illogical?  I think it's really about what a person would do in the situation.  If I woke up in that living room and found a knife in the kitchen I would not think "I'll use this knife to dig in that flowerpot."  I also wouldn't think "I need to boil some water to get out so I should fix this kettle," because at that point in the progress I have no reason to think hot water will be useful.  Instead I'd smash the window with the flowerpot and leave that way; The End.  What you want to do is require lateral thinking; what this game has is all-over-the-place thinking.

Also consider the UX a form of drama.  The table in the corridor is a hotspot -- why?  Only so you can put the glass on it later (for no reason).  That makes the table a character in your drama, but a character that doesn't do anything; it's like having extra people standing around on the stage, blocking the view of the action without contributing to it.

Do a bunch of other escape puzzles; take notes on *every move you make* and think about why you did those things.  Rate how much you like each game and figure out why you feel that way.  The point of these is not to make just a string of kooky actions where you try everything everywhere and eventually something works -- there has to be a reason for it every time.

Good luck!