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(1 edit) (+1)

Oops, meant to respond to this earlier!

I see what you mean I think. Now when making environmental puzzles, I do feel there's some importance to making the solution perhaps slightly ambiguous. Using world geometry to hint the solution but not make it obvious. But as with all things, there's a balance there, and some people are just going to happen to have a harder time with the puzzle because of how their game experience went. But yeah, people trying for hours to solve a puzzle the wrong way is also no bueno, so obviously striking that perfect balance is something worth working on. 

Just in case you never figured it out, you can see in this video how that particular puzzle was intended to be solved.

In the latest build, photo mode images save in your "My Pictures" directory! I probably should've mentioned that somewhere.

It is fully intended that unarmed attacks raise your attack multiplier far more than your spear attacks do, since they do less damage. This is meant as an encouragement to use both armed and unarmed attacks intermittently. 

Okay; that's definitely one way I've managed it, but most of the time, jumping there just gets me into another wall run, which takes me under the overhang. I've never found it easier or more intuitive than, say, running up to the top of the left wall and jumping over:


To be clear, it's not a big issue (as I said, I've solved it several different ways), but it does feel like there should probably be one solution that (once you know it, at least) feels like the obvious solution. At least for the main storyline puzzles; secret puzzles can be as obscure and non-intuitive as possible.

And yeah, that makes sense about the attacks; would it make sense to have a tutorial popup about them?

Oh, I guess this doesn't really have anything to do with the demo, but I was wondering if you were planning on adding swimming as a mechanic at some point later on?

Thanks for your reply.