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Thank you very much! The video is very useful of course. I already lost all hope to see someone make it through using the normal route, so it was a great surprise.

The title connects two opposing themes, and it ties 3 different concepts together, so I just had to use it even if it sounds weird. You were almost onto my naming scheme while checking out the "Fault Line" meaning (so the answer is, it was both, kind of). Even though I don't use linguistic puzzles that kind of wordplay is all over the game.

As for the brain scrambler, my trickery kind of worked for a moment even though you were taking notes. I guess it's not a viable idea in the end because it's immersion breaking. It was still very cool to see someone get caught by that (I wish there was a way to erase memory so I can experience it myself). If you were worried about forgetting things that's actually even better, even though it's supposed to be chapter 2's gimmick alone. The next demo should have Journal and Scribble functions implemented for information organizing.

The drag and drop for pasting pages actually makes sense, I will add that. The password accessability is kind of tricky to improve... I guess holding shift key to enter or open might work out?

The navigation is a huge problem, and you are right that I will hit a wall while trying to expand the game. I plan on adding more decorations to help with orientation, so stuff like mold aren't out of the question (I was going for it with the greenish tint on the images, but didn't go all the way with it since it's a 3 week prototype). VFX is a tricky matter, because aside from the sounds I'm very strict about the book format. I have to check how flat can some electric motors go, so until then I'm limited by page turning force and manual operation.

As for the question from the video, my other project is Space Dementia.

I liked your reaction at "Sector-Page", now I'm definetely leaving that in. Thanks for playing, you made my day!

(+1)

> As for the brain scrambler, my trickery kind of worked for a moment even though you were taking notes. I guess it's not a viable idea in the end because it's immersion breaking.

Ohhh, ok, I see what you were going for. Then I wouldn't necesarily give up on the concept of just fucking with the player then without really explaining it to him. Maybe you could fuck with the player in a really direct and obvious way at first just to set the player's expectations.  I think with something like that, when my password didn't work I would've leaned more towards 'oh wait is that shit happening again?' instead of 'is this a bug?'. Maybe.

> The password accessability is kind of tricky to improve... I guess holding shift key to enter or open might work out?

Maybe? Doesn't seem very comfortable though. My key complaint is the fact that an important function of the game is three clicks away: 1. clicking menu arrow, 2. clicking password, 3. clicking on the text bar, and then type the password. It's not the biggest of deals, but I did feel a little bit of resistance every time I had to enter a password.

> As for the question from the video, my other project is Space Dementia.

Ohh shit, you're that one engine dev. You're goated.

> Thanks for playing, you made my day!