Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The concept of setting a scene up to withstand a physics-based earthquake is interesting. The actual implementation, though, ends up with not a lot of variety - just get the objects far away from the human. If you could iterate on the idea so that there's more strategizing or choices to make in your object placement, this could make for a cool gameplay mechanic.

Meanwhile, I'm not sure what's going on between Hizir and the AI. What they're talking about seems to have nothing to do with saving people from Earthquakes. Googling it really quickly, apparently Hızır is the Turkish name of Khidr, a figure in Islam, which I'm not particularly familiar with, so maybe their conversations would make more sense if I had more context/knowledge of Islam?

A couple bugs - Level 4 doesn't seem to open at all, though the other three do. Also, it seems easy to glitch objects out of bounds by pushing another object into it really fast, which means it will never bump into the human during the quake.

Wow, thank you so much for spending  time with the game, and caring enough to give me your opinion. I completely agree with the variety and actual implementation lacking spice. It absolutely does and needs lots of polish. I couldn't finish the fourth level in time either. I was considering adding flood and fire on some levels, maybe I will in the future. Different furniture for different rooms, people moving or maybe even pets etc. Just didn't have lots of time, put everything together by myself in around 12 hours the last day. Would love to add music too. And tinker about how to make it more puzzle-y instead of just put objects far from the people.

When I thought of the gameplay mechanic, I wanted to personify the task instead of just asking the player to arrange items. Hızır is a religious and folk figure who is known to help people in need, so that's what popped up in my head as the protagonist. Also didn't want the narrative to be super explicit cause earthquakes may be really triggering for some people. I wanted to use this ambiguity as a tool to make dialogue more creative. Wanted to add phone notifications for earthquakes at the start as AI says we don't need you to Hızır. Also wanted to make the last room a data center room, but didn't have time :( Just wanted it to be a dialogue between mystic and material but couldn't add enough lore or cues for it so it may be hard to pick up whats going on. 

And yeah its full of bugs hehe