Haha I love that! So cute how you got him on the boat!!
Thank you- I'm glad you enjoyed it :)
ceprotypes
Creator of
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Great game! Really cozy and lovely, and I like the morse code idea- it's so adorable how the boats just wait there until you communicate with them.
Would be great for mobile too!
The only small critique I have is the sound for the 'long' signal was a little grating, especially as the other sounds were quite nice. Found myself dealing with the ones who used the long signal first xD -- of course, that might have been their plan all along!
Could be cool to have boats only show their code when you hover the mouse over them too? Makes it even more interactive.
Thank you so much!
"Spiritually nourished" - what a good way to describe the experience! :D
My original idea was to have you deliver the messages, but I only had just over a week to work on this, so I really didn't have time.
Instead, I got members of the community to write some thoughtful messages, so you're getting nice little comments from real people as you play ^^
Hey- thanks for the feedback. I generally don't prioritize gamepad controls just due to time constraints, but I appreciate it would add a lot.
It's very interesting to see people taking different routes here. Fully obedient, followed by "f**k this shit". That's kind of what the game's all about - breaking out of monotony, so it's really cool to see people taking the 'complete' path of doing one after the other.
SPOILERS BELOW!
How the game fits the theme:
Failing to do your duty correctly results in illusions forming that suggest the world may not be as it seems
"Illusions" form when you do not drink the cocktail, ie do not comply.
Continued non-compliance results in part of the world showing that you cannot normally see, dubbed "illusions" by the powers that be
In actual fact, the world you have been led to believe is the illusion, created to keep you a dutiful worker who does not question their dedicated tasks. The cocktail serves not to enhance focus, but to keep you from seeing the truth.
Elements of the gameplay itself are also an illusion (you do not necessarily have to do what you're told!)
Thanks! Apologies for not reaching the flying part. The balance between snappy jumping and not getting stuck had me stumped.
Although it's actually quite interesting that the bugs are, in a sense, forming part of the metaphor. With you saying "maybe I'm meant to just walk for now". Maybe that's right. You're well on your way to something, but you haven't fully found your wings yet ^^
Well done on getting your game in using just a couple of days too. It's not easy!
(And thank you! The Halloween game is one of my favourites to date. I had more time on that one - a whole ten days! And I still managed to spend way too long coding systems and rushing all the art at the end) x'D
Thank you!
As far as I know from the reports so far, there are no game breaking bugs. Of course, this could differ depending on the order you solve.
Feel free to let me know where you're stuck, I can give you a hint :)
If you know how one puzzle works, it might help you to figure out the direction the others are going in ^^
I haven't played many card games either. Sometimes it does help to play lots of games in a particular genre, mainly to get a feel for how they're built and balanced, and the mechanics they use. However, it sometimes helps not to delve too much, because it generally makes your own concept more unique. In your case, you've already grabbed yourself a pretty unique concept by working 'blind', now you can get some inspiration from elsewhere to build on it :)
Best of luck with it!
Definitely. You've got a really solid foundation there.
If you're open to suggestions, I'd recommend a slightly more tactical way to build your deck. Only light, to keep with the slower pace of the game, but just something where you have a little control over which 'treat outcomes' (i.e. bat, spider, vampire etc) you will create, then the player is making a more involved decision of "I'm picking these specific treats for this specific character".
Or you could keep the deck itself random, but make the choices a little more tactical, like by skewing the deck in favor of a certain emotion, so the player can say "this'll be best for a sad character", or having slightly more limitation, like you can only use 3 cards per deck, so the player doesn't blindly shove every card on one character!
Just a couple of ideas- feel free to use or ignore!!
Thank you very much! I'm always most happy about people who find these games genuinely uplifting~~!
I can do - I'll give it some time to let people play first. For now, here's a hint. Some silly soul wrote the password down and pinned it up somewhere. You have to pick it up and use it as an item, as you would with the other items in the game ;)






















































