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(+2)

I'd give the same advice I always give to indie devs - play it safe. So many games the dev want to add a feature or do something cool, underestimate how much work it is, and then its a year later and they're burnt out.

I think puzzles are a good idea for a lovecraft game. But I'd say keep them simple mechanically. Stuff like dialogue cues in convos having info to a question, branched choices for an important scene. The game in the church is about as complex as I'd go. And keep it limited to when its most important to have them.

Don't spend a bunch of time coding or trying to make a unique minigame, ui, etc. You can always add more to the game, more scenes, features, updated art/ui, etc  after the game's main content is complete. Its a good idea to save any major coding projectings or overhauls until then and apply it to the next game.

(+1)

Mmmm for me the game in the church had an easy solution. You could think about it or just try guessing. Everytime you guess it, the option disappears and when you fail it resets . So there's a very limited number of combinations.

I'm not talking about the difficulty of the solution/player, but the gameplay mechanics for the puzzle that you have to code.

For example, I've seen a lot of indie devs get burnt out trying to add things like a basic combat system, or a minigame puzzle mechanic, point-and-click mechanics, etc. The time stretches on of them learning, redoing, etc and they lose motivation in their game.

My recommendation is to keep it similar to the church puzzle - dialogue clues and a choice tree. A lot of devs get caught up in trying to add new and unique mechanics and it burns them out because its more work then expected. 

(+1)

Ah no don't worry about that :) In any case I have a lot of experience on computer programming (my real work is related to that) :) I started with my spectrum long long time ago. I'm and old pervert hahaha. Not planning to do complicated things. Mostly flavor things. So don't worry about expending lot of time on that :)