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(+1)

First a technical note on navigating the world. Right now you've got the navigation arrow keys unlocked, so I can flip through cards in order without doing things properly, so you may want to fix that. If you put this in your deck-wide script it'll make it disable navigation when the deck is locked

on navigate x do
 if !deck.locked send navigate[x] end
end
On a semirelated note, I saw that the menu section of the screen is often left blank with the art, so you may be interested to know that if you press "m" to see it and draw there when you're in a drawing mode.

I found moving around with the arrow buttons pretty obvious, but it took me a while to find the hotspot that got me to the first puzzle through the bars. Like I was going through several times trying to find where my cursor changed but not seeing it. Not sure if that's part of the challenge or you want to make it more obvious.

I think these kinds of puzzles may not quite click with my brain haha, like I was hitting all the hints and even then I was finding myself trial and erroring through a bit. I'm hoping others can give some feedback here because I think this kind of puzzle may not quite be what works in my brain, but since I did eventually get through with the hints that might mean it's balanced OK.

I have to agree with Screwtapello that the number on the wall thing was a bit odd, maybe there's another way to word that or hint at that where you don't go "but wait why can't I look"?

The shape fitting puzzle did go well with my brain once I realised "oh the filled in squares are free squares, not holes". I wonder if there's a way of doing this where you can drag and rotate the pieces instead of just clicking squares to change colour, might need some more advanced coding but the rect module in the draggable example deck could help here.

I am definitely excited to see the ending because ooh that cliffhanger

(+2)

it's really helpful to get feedback about the technical aspects of Decker; for example, I had no idea it was possible to flip through the cards with the menu bar hidden!  i will try implementing that code you suggested.  all of this is great for a newbie like me.

the silhouette in the prison cell and the 'number on the wall' clue definitely need to be improved.  it's helpful to know that multiple players have been thrown off by both those issues.

it's funny that you mentioned the mechanics of the shape-fitting puzzle.  i created a very similar puzzle for another game, but it was SO challenging to code, and ultimately it wasn't user-friendly at all.  so I decided to go with the 'painting' mechanic, simply because it didn't involve moving parts.  but i think there's definitely a better way to do it; i just gotta do some brainstorming...

the cliffhanger was a last-minute choice - there are a couple different ways to go with the story, and I haven't decided on that, so the 'to be continued' gives me some time to mull it over.

thank you so much for the thoughtful feedback!

If you want to get ambitious, you could even remap the directional buttons to trigger the arrows on screen - may not quite be useful for the environments in this game since there's a few points where there's several of the same direction, but something to keep in mind for future works!