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(1 edit)

Hey thanks for the feedback!

Yeah we are aware of the issues. Maybe this particular game concept was a bit ambitious for a jam and it shows, but we wanted to experiment with a concept that could be turned into something fully featured down the road potentially.

The soft-locks in particular were a problem we didn't anticipate and started popping up a day or two before the Jams end. That's a bit of a hard problem, because it's actually a problem of interface and human psychology, how do you communicate something to a player and give them enough time to respond, and give them enough visual indicators that they are far less likely to soft-lock , while still leaving room for players to make painful mistakes.