Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
Played the first three inspections. Read: the two-rule mix (circle->power, green->stamp) is where it starts being a game, and the quarantine case was the first moment I had to infer instead of confirm. I would get a player to that sooner.

Two frictions. 1) Inspection 1 tells you the answer outright, so the first couple of minutes are reading, not thinking. 2) The header stack (shift clock, relay score, solve chain, rules practiced 0/9, clean timed 0/3, six trophies) reads as a wall of unfinished things before the loop is clear. Show one number until the player has done the loop once.

One question: after I quarantined the green module, "rules practiced" stayed at 1/9 even though the green rule was the one in play. If a correct quarantine is meant to count, the feedback did not show it; if not, say so, because that is the most interesting decision in the first dock.

Thanks for explaining where the puzzle became interesting. Correct quarantine does count. The misleading 1/9 counter counts rules solved twice, not every rule encountered: the circle rule had two completions, while the green stamp rule had one. I checked that logic and renamed the counter in the local revision. I also removed the score counters and trophy case from the first inspection, and the worked answer is now optional. These changes are local, not live yet. Your report reinforces keeping the two-rule decision early. If you remember your device/browser and whether this was your first play, that would help us label the feedback accurately; no replay needed.