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Really enjoyed this one, am playing through your sketches and I really like how they boil down gameplay to the essentials and throw the player into things pretty blind.

At first I was fighting everything, it was only a few screens in when I noticed my resources dwindling that I started running, haha! Probably why I haven’t been able to beat Butterfly yet, I refused to run from anything and that didn’t end well for me, haha!

“the enemy whose item you’re least likely to find is also suggestively named (an anxiety-born compromise which I regret).”

I am glad you did this to be honest, it was a pretty great EUREKA moment when I arrived at the door, realized I didn’t have the key, thought back, and remembered I had run from the monster you spoke of.

Had you given it a more obscure name, I would probably still be playing, frustratingly poking every tree, looking for that key XD Still got real unlucky with drop rates for the key, but on the other hand the final boss didn’t use silence on me until it was almost dead, so (and all that grinding meant I had the meat/blood I needed).

Great work, I’m gonna play more of these :DDD

thanks a bunch for playing unity, i'm really glad to have your perspective on this one. especially the reflection on the gatekeeper name matter... i often worry i'm being too obvious in my messaging and taking all the precious ambiguity out of the equation. but in short games like these, you don't necessarily have a lot of time to attune players to specific ways of communicating, so maybe it pays to be a little unsubtle. so i think you're right, i think naming it gatekeeper was the right call after all.

(+1)

Yeah, though I understand completely with your thought process, I think I would have also second-guessed the more obvious name. It’s very hard to get all the little pieces right, but I really like how they came together for this game.

I also relate heavily to the discussion about running. Even with a big RPG, if you let the player just run from every encounter, does that not mess with, say, a carefully balanced battle of attrition of resources, etc? I have been tempted to just remove the option, but that also feels bad, haha, so its something I think a lot.

Also props for such dedication to the hour time limit. I don’t think I could do it, I’m way too picky, but you’ve really got some interesting stuff out of the time limit. I like games that make me think about how to go about making games, and these sketches are exactly that :D