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cagkar07

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A member registered May 24, 2023 · View creator page →

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I really appreciate your honest feedback. These are helping me to improve myself. You are right if the mechanics are too simple, visual chaos alone won't bring difficulty alone. The idea of using a preceding level to 'set the stage' for a difficulty spike is a brilliant level design tactic that I'll definitely experiment with.

Also, thank you so much for the game recommendations! I’ve heard of Relica Park and Side Effect, but I haven't played them yet. I will check them out to see how they handle the things. It's clear I have a lot to learn about 'perceived difficulty,' and your insights are helping me see my work from a much more professional perspective. I also didn't push it much because this was a homework to me for my class. Thanks for taking the time to guide me!

The reason I explained the mechanics is that this game was made for a school assignment. I tried to explain the mechanics as uniquely as possible, but what you wrote is very true. I will take this into consideration in the PuzzleScript games I will make in the future. Your comment is very valuable in this regard and helpful for me to improve myself. Thank you very much.

I'm definitely considering adding the toggle button mechanic to my next PuzzleScript game. Thank you for the suggestion. In the scene where we control multiple characters simultaneously, my actual goal was to surprise the players and give them a momentary scare. I created a very chaotic level, especially in the last one, but it was actually simple; the point was to create a psychological effect. I'm very glad you noticed this, it was my intended goal. I hope you enjoyed while playing :)