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(+2)

I spent quite a bit of time playing this game, but I'm sorry to say it felt a bit more frustrating than it is relaxing ๐Ÿ˜…

The puzzle being a bit difficult is one thing, but I think the most frustrating parts were the weird controls, lack of feedback (or "juice", as they call it in game dev), and some general quality of life features you found in puzzle games like the game having some indications of whether or not you're doing things correctly. I just realized that you posted the solution to the puzzles as the game screenshots, but imo the best thing would have been that the game could have been designed better so that players can solve them naturally.

The design choices to omit all music and sound effects at the start were also strange, because it made me wonder whether or not the game actually have sounds. When I actually got some sounds they were also very quiet. You also lack a lot of UI sounds for interacting with the game etc.

I did enjoy the artwork however. I also like the itch page a lot.

I hope to not have sounded too harsh, but I hope my feedback that can help you as fellow game devs ๐Ÿ˜„

(+2)

Hey Lestavol! Thank you for your extensive feedback! :D

First of all I'm glad to hear that you liked the art in the game and our itch page! It was our artist's first game dev project ever and I think he did an amazing job.

To address the points you made:

  1. All things audio were simply victim to us not calculating time properly. We started working on audio wayyyy to late and even though I wanted to add some sort of ambient wind/rain audio playing from the beginning of the game we simply started tackling that too late (I didn't want there to be any music from the beginning because that would be specifically unlocked by solving the radio puzzle).
  2. The controls were something I just implemented as a simple placeholder to be replaced later. But since we obviously played the game a lot to test everything we go used to the controls and kind of forgot that they should be replaced by something better. A classic example of "Betriebsblindheit" (a german expression that basically means "being blind to the way things could be improved when working in a certain environment for a long time").
  3. The lack of feedback and indications on what to do in order to progress were something we noticed quite late. We originally thought that the puzzles would be pretty much self-explanatory, which didn't turn out to be true. I think it was a good lesson on really assuming the players perspective and laying everything down in a more clear and understandable way.

Once again, thank you for your feedback and good luck to you! :)

(+2)

I hope my feedback can help you further develop this game or make better ones in the future! And yeah, I totally get the time pressure part. I fumbled my way through in my first few jams as well, but the more I do the better I have gotten at prioritizing (hopefully, and I still stumble too haha).

And I have learned something new today with the German language, haha. I love how they have words for very specific things ๐Ÿ˜„