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I like this concept, I think the UI is kind of misleading though and that's tripping people up. The order of the cards at the top of the screen doesn't matter at all; when you click to cards they swap positions, but more importantly their role in the drawing swaps. For example in the first stage you swap "quit" with "play", and that makes the button say "play". In every stage you're trying to alter the drawing to show the "play" button, and click it.


The part of this that's fun to me was exploring the drawings, not the puzzle aspect, so I would recommend only showing cards that can be swapped and to allow swapping back. Then it becomes more of a maze of interesting choices, and less about guessing which interactions are valid.


I really like the idea, and I think if you can look past the UX issues the drawings and little stories involved are actually really cool! I'm glad I played, this idea definitely has a ton of potential and I'm glad I got to see your approach!

thanks a lot for the suggestions, I will try implementing them