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I don't understand how the sand works.

It's meant to be much more risky. Entering sand is almost always dangerous. When you're in shallow sand, all adjacent sand is safe. If you're in deep sand, there might be quicksand nearby.

okay, but I got a level where I could not get to the other side without crossing four tiles of sand. Soo what then?

Then y'all gotta get lucky. This isn't a game of pure skill expression, it's also about peril and fear. 


If it helps, entering sand tiles that are adjacent to four walkable tiles is guaranteed to be safe. But again, this isn't a game where success is guaranteed.

No I get that, but getting screwed over by bad RNG where a level is straight up unbetable is just plain annoying and stupid. I think it could be mitigated by maybe making it so if another character is standing inside of the selected girls adjacent tiles would prevent them from instantly sinking next move. Or make it a timed based thing idk.

(+1)

Maybe! This was a tiny project for me. I was just chasing a vibe rather than worrying about perfect balance.