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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!