Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I see. Makes sense. What about if the player wants to quit before time is up?

(3 edits)

Thanks for your question!

I did think about adding a “quit” option during the puzzle. However, it’s intentionally not available in the mini-game.

The reason is mainly design-related: if players are allowed to quit before the timer ends, they will almost always exit the puzzle the moment they feel they might fail, just to avoid the consequences of defeat. That removes tension and defeats the purpose of having a timer in the first place.

One possible alternative would be to add a kind of “forfeit” button that immediately triggers a loss (like surrendering). However, in practice this doesn’t add much to the experience and reduces the emotional engagement of the challenge.

The mini-game is meant to create tension and commitment, so once it begins, the player sees it through to its outcome — success or failure.

For the best player experience, I also recommend avoiding overly complex setups. For example, a 3×3 grid with a 60-second to 2-3 minute timer feels balanced and fair. A 4×4 grid can already be significantly more difficult and may frustrate players depending on your audience and game design. It’s important to tune both grid size and timer carefully to keep the challenge fun rather than punishing.

P.S. If this feature is essential for your project, I can consider implementing a quit option.

A forfeit option you say? Quitting doesn't lead to any bad concequences in my game. In Rinoa Quest, in that section I planned, quitting just means you have to start over.

Thank you for your feedback!

Following your comment, I decided to directly give creators full control over this feature based on their needs. I’ve released an update that now includes the option to:

Disable the Escape key entirely

Allow Escape to quit without any consequence

Allow Escape to quit and count as a forfeit, triggering the defeat common event

I also noticed that on smaller screens the preview image could overlap with the time gauge, so I added a new option to adjust its vertical position.

If you need these improvements, please download version V2.