Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dan Gant

24
Posts
10
Followers
1
Following
A member registered Feb 26, 2024 · View creator page →

Creator of

Recent community posts

Thanks for the report. This should be fixed. Please let me know if you still have any trouble.

(2 edits)

Thank you for all the feedback! It really does help.

Least-solved puzzles are:
#1 castle/zebra
#2 crying/beluga
#3 tie between instruments/logo, sun/zombies, and woman/chess
and from there it's a pretty big leap to #6

A lot of players have asked for a hint system. Wanting a way to get un-stuck makes a lot of sense. Locking in individual words might work, or might lead to people spamming words instead of thinking. It might dilute the satisfaction of getting the whole phrase at once. I'll have to try it and see how players feel.

I'm more inclined to give players a way to bypass puzzles they're stuck on. For example, solving extra paintings could give a key that could be used to open a lock later, then reclaimed if the player eventually solves another painting in that room.

The paintings with the castle/zebra have a few problems, including that the animals in front should more clearly be yaks and not some other kind of bovine (thereby showing that the zebras are both the last of their kind and the last in the alphabet. The appearance of the castle does not really look old enough, or foreboding enough, to suggest either of the words it's supposed to. And in general, I had hoped to each players that by this point in the game the room's theme (endings) could be useful clue in itself, but I failed to draw player's attention to the room or its theme on a consistent basis.

Yes the art is AI, as stated in the AI disclosure.

Hello. The web version is the only version, really. Can you show me a screenshot of the problem? I'm freshly loading it now and can't reproduce this bug.

Delightful game and I loved how even very "simple" puzzles hid a lot of complexity.

In a lot of Sokobans the player feels very "weak" like they have very few tools to manipulate the game state. Here the player is very powerful and yet the puzzles still require a lot of thought.

I also appreciate that this power means there are a lot of valid states along the route to a solution, that solutions come from figuring out specific phase changes rather than carefully threading a needle of perfect steps.

Keep trying. You'll be done before you know it!

(1 edit)

I enjoyed the gamification of geometric proofs but I am 16 levels in and still do not understand the rules of the game. Sometimes I can yellow key a triangle and sometimes not, even though triangles are always 180 degrees. Sometimes an action appears to fail but the puzzle unlocks anyway. I don't know why the little circles are sometimes fully colored in and sometimes not.

It's the 3rd least-solved puzzle in the game so definitely a hard one


  • Yes, the second painting's caption relates to the theme of the room.
  • The second painting's caption is descriptive of its role in Belly Jeans.
  • The number of letters in the two phrases are different, so the broader definition of the phrase rules established in the previous room still apply.
  • The order in which you may find it easiest to solve the words is (left to right) 4, 1, 2, 3.

Hope that helps!

I hadn't heard of it before but am not surprised to hear Christopher Manson is behind such a creation!

I made Belly Jeans for a game jam with a theme of "Locked Rooms" and noticed "Rocked Looms" was also a valid English phrase and went from there.

Thank you for the very kind and thoughtful words!! Glad it hit the spot for you.

A nice little game. It makes me want to play (or make) more games around satisfying equations. Things I wish were different:
- I tried to form "9=8+1" and was disappointed to find that this doesn't work. If this is intended behavior it's worth having a level that teaches you this by giving an equation already assembled in this form and forcing you to swap it to continue. But ideally the game would just support this intuitive construction.
- The levels were largely too big. Even when I saw a solution it took too many moves to execute. You get the maximum satisfaction when executing a solution is faster than figuring it out, but most of these puzzles reverse that.

Fun concept, but after multiple playthroughs I still don't understand the game's rules well enough to do any planning. Sometimes doors I was planning to open disappear and I don't know why. Sometimes doors I plan to open disappear at what feels like random. Sometimes I open a lock that's not supposed to destroy my key but it does. I can't predict where the new rooms will appear which matters for using L/R keys.

Showing only one thing changing at a time, and indicating the cause of each of the state changes, would go a long way to helping teach players the rules.

Funny and elegant! The metal detectors crack me up. Even my wife who isn't into puzzle games insisted on taking over the controls.

(3 edits)

Some things to chew on:

Top right:
- What's the theme of these eight puzzles?
- What's behind the door?
- Heck, what's behind the door in front of you?
- What's underneath the boulder?

Bottom right:
- What is it called when someone or something is expected to have arrived already?
- Who might be interested in such footprints, and what might it represent to them?

And as always, a good starting point is using the letters/sounds from one phrase in the other.

(2 edits)

I changed this puzzle after release (the original was too hard/unfun). I think you're on the old version of the program (which is why the letter counts don't match) but your browser loaded the new art.

Try reloading the page and hitting Continue from the main menu. Or you can enter the solutions for the original puzzle which were SPINAL FIN / FINAL SPIN.

Thank you!

1. What's the theme of the room?

2. The Zebras are departing after the Yaks. 

3. What do the animals on the ark represent?

4. The ark puzzle is also describing the next set of paintings.

5. The castle is not presently a home.

Analytics show this is the least-solved puzzle in the game so you are in good company in your struggle!

Enjoyed the game but also stuck on #8. No idea how it could even be possible!

(2 edits)

Thanks! I would like to add a hint system in a bigger release.

But you are so close I do not know what I could suggest that wouldn't just be the solution!

If you're stuck this long it's my fault and not yours!

(1 edit)

those are proving to be 2 of the 4 hardest puzzles in the game

ctrl+shift+L opens the door if you want to keep going

🙏🙏🙏

THANK YOU I WILL CHERISH THIS FOREVER

it's maybe the hardest room but i bet you are on the brink of solving it