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ok, the stuck in gate and pause glitches are actually very helpful thank you. Most people have gotten through at least a bit of it, but when I see you didn’t know there was a mechanic that’s only 5 mins in, It makes me not take feedback seriously. When I judge a game, I judge it as if I just downloaded it and wanted to play it. If you just got a game, you would never click off 5 minutes in, so I disagree with this approach. I also thought I had enough rewards with the antidote, orbs, clones, and secrets, but I guess you can’t please everyone. Didn’t mean to be rude lol, but I said it was a puzzle games, which require figuring stuff out. Thanks for the new feedback though, genuinely good!

(+1)

>you didn’t know there was a mechanic that’s only 5 mins

Main issue here is that your first spell (which is critical for future progression) is in one of 3 ways and player need to randomly find it. It is the same as labyrinth solving algoritms. Your game is only playable without frustration if player decides to use breadth-first search algorithm (#3 from here). 

But was it your intention to make a maze? If not, block right and bottom passage by spell requirement. 

If it is a design choice, than it is normal that players who haven't found spell, got to the closed gates with antidone in right rooms, but were unable to get it. Made it there couple of times (and of course died every time) to try to get it (without success obviously) and turned off your game.

For me this "5min" take is bs

yeah, I probably could've done that, but I didn't want to. It felt like I was locking everything behind boxes you had to break, so I decided to make it much harder to go ways you weren't meant to go yet, assuming after dying many times, people would choose another route. Maybe in the future, I shall add more guidance, but the feeling of despair and urgency I tried to build in this game might've been damaged without a feeling of exploration or ever being lost