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Hi Professor! I have updated the game to a new version, it should now have better visuals for the exits in the castle. The arrows like the one in the top-right section you mentioned, now serve as hints to guide you on where to go. Also, there should no longer be walls that players can walk through.

Wow, thanks for posting the walk through, I would have had a hard time figuring that out on my own. For the normal ending, I didn't try to talk to the cat after I got a repeating ... I think. I think it's tricky to decide when you want to make something difficult or unconventional, because you will lose some fraction of players who will be confused. I think if the cat dialog didn't repeat I would have figured that out earlier and might not need the visuals for the doors in the previous room, I spent more time exploring because I thought I was missing something.

It's interesting I missed the secret area even though there are clear visual indicators of how to get there from the first room. The effect of guidance, the path leading down, is so effective, I didn't even think to look elsewhere. I was looking for gold, but I figured I was just not able to find it later in the game, not in a different direction.

I really like the concept for this, and I think a lot of players enjoy rewards for poking around like hidden content. It's a tricky thing to balance that kind of surprise with the player feeling encouraged to explore enough to find them. This is really fun though and it's great to take risks like this working on a game project.