Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Diogo Costa

A member registered Jun 05, 2015 · View creator page →

Creator of

Recent community posts

Not a fan of the 5th bracket puzzle, either. Had to check the notebook (bracket 3) to realize that a double duplicate does nothing.

The "evil eye" symbol was also impossible for me to understand from the first puzzle. I think there should have been at least one simpler puzzle, possibly two. In particular spoiler: this was the first symbol that had a "direction"  so not only did one have to interpret the symbol, but also this new confounding element.

Spoiler warning, struck through to prevent accidental reading, hopefully:  the problem was that it wasn't yet clear the implicit versus explicit operations had different priorities. But that's a complex lesson to learn in such a convoluted puzzle, in my opinion. I think (at least) an extra puzzle to reinforce this would have been great! Especially since the "order of operations" was a handful of puzzles in the past and thus no longer fresh in my mind.

There were also lessons about the yin-yang sign itself in the mix. Again, I think it was too much.

Ok, the first puzzle to fill the whole grid (don't know the number) is a bit too much. I think it depends on too many new inferences. A multipart puzzle like this doesn't give enough feedback and is a big difference from what comes before in a way that doesn't feel very good.

This is so good! The only problem I see is that it is too easy to get stuck with a single line of puzzles. It would be nice to have several puzzles to try to solve at once, to solve some ambiguity (or merely shuffle the brain a bit).

No worries.

I think any different control scheme will be unintuitive. All you need, I think, is to give people enough time to get used to it, preferably without pausing every 5 seconds to look up the moves!

Regarding the analog stick: you're probably right, since you've tried it. Either way, it shouldn't hurt to implement it and give people the option? (not sure how much work this is, maybe it's simply not worth the trouble). But the button presses may also become easier with more use, so no pressure there.

Haha yeah, I meant the perfect strike.

I definitely think the biggest problem is feedback. Once the player knows what's going wrong, it's easier to correct.

Will do, good luck!

Hello. Seems really cool, so far, but I think you should work on the controls as soon as possible!

Since the controls are so unfamiliar, you should probably give the option to keep the moves on the screen.

There should also be better feedback on the input - I never succeeded in the special "snake strike" and I have no idea if my button press is too early, too late, if it is registering at all.

Finally, since the movement is based on "motions", perhaps using the analog stick on the right would be better. Pressing a sequence of buttons on a gamepad is very different in each direction and the analog would maybe help.

These are criticisms quite apart from the game's quality. It's just that there should be a smoother way to get used to the controls!

Good job so far! Cheers. :)

Haha I can understand your point about the music. It is tied to the state of the puzzle, so it gets more consonant as you solve the puzzle - but it is completely dissonant at the beginning.

I also agree about the game not being much. It was almost a "remix" of infinity loop, if you will. I still like the final result, but it's definitely not a well rounded game at all!

Cheers. :)


I have to say - the early puzzles are much better. Their single solution was much harder to find. The larger levels were a bit too easy.

Seems like a good candidate to try computer generated puzzles - a SAT solver could probably give you solution fairly quickly, so you could select puzzles with fewer solutions, etc.

Anyway, I really like the game, well done!

This is very good!

Beautiful sky! I'm amazed with how the colors change, in both the sea and the sky. I really like the detail in the clouds, only caught that later.

Only have 2 negative things to say (hope it is constructive):

(1) I think the lighthouse's light is a big problem. It doesn't look very good (too strong), and seems such as important effect to nail, since it is towards the "end" of the game (assuming people will play through once to see everything). Sticks out a lot in an otherwise great looking place.

(2) I think you should relocate the upper door of the light-house, or adjust the music? I like the build-up, but it would be much better if the "climax" happened when the player looked through the door at the world. As it is, it happens when he reaches the top of the staircase, but only looking at a wall.

Very nice job overall, though. I'm still opening the game just to look at the sky every now and then! Good luck in future projects. :)

hope it helps!

(2 edits)

Hey, I got stuck in a spiraling staircase (I suppose near the end?). You should be more careful when placing those things, or at least have a back-up plan (like a key that resets your position? local checkpoint system or something) for when these things lack polish. 

Also, the world outside should have a directional light consistent with the skybox, I think. And lighting in general should be better, since I mostly see black walls.

Finally, you should either make movement more fun (whatever that means in the context of the game), or give the player a lot more to look at while walking. Almost every game of yours I've played (haven't played Brutalism Prelude yet) seems to rely on several minutes of holding W+Shift to go forward with nothing interesting going on.

These are my impressions, anyway. I like what you're trying to do, I just feel that there are several issues distracting me from the core. 

Good luck with the future projects, though, looking forward to them. :)

P.S.: Getting a bit of air and vegetation felt good.

Curious about it. Or whether it's just a bunch of random "cool looking" structures placed randomly.

Anyway, I like the style! I'd add something regarding the controls and the time is takes to traverse from one place to another with absolutely nothing in between (it gets uncomfortable to just hold W and Shift for several minutes). 

I like what you're doing with the huge structures anyway, good work. :)

(1 edit)

The program creates the tiling as a Unity Mesh. So using shaders is an option.

This was the product of a bug, when I was playing around with the outlines and barycentric coordinates. There are some artifacts, but maybe I'll be able to clean it after I get more experience with shaders. This reminds me of stained glass. Might try to modify the rendering to have something like this. 

(1 edit)

If you have some idea related to this (that I could add, perhaps?), post it here. 

For example, also from Kaplan, a nice way of distributing points to generate a tiling is to copy a simple lattice (square grid, for example) and place it at different angles. See

(This picture is identical to the one in the paper, but recreated by myself - it only replicates the grid twice. An hexagonal lattice probably works as well)

This creates a radially symmetrical tiling, with any degree you want. I had a working version of that, but there's been a lot of changes since I've then implemented the symmetry generator. May add it at some point. Jos Leys used the same technique here:

Feel free to post something you create/find here. Would be nice to see people using this and get something I didn't!

Very cool!

Good work! :)

Similar to Michael Brough's stuff, though in a more "rigid", puzzle form.

Here it is. :) Me trying to figure out what works.

Haha, I didn't remember the name as well, only mechanism.

But yeah, that is exactly as I meant it. Looking forward to it!

Aah, I see, my bad.

No game screen shows for me here in, so I assumed it was downloadable. I can play it on Kongregate, though.

I like the water depth mechanic! Creating the different root shapes depending on where the water is.

Maybe you could add some form of phototropism? To do something similar with the branches.

Hello, there. 

I don't think your downloads are working. It simply says "Nothing is available for download yet.".

This is beautiful. :)

I'll give it a more serious shot later, but the Tree Gallery tree looks awesome, great work!

No worries. :)

(1 edit)

The mobile game is called Infinity Loop.

I guess my monitor is getting obsolete haha. But yes, it work fine now, great!

It would probably be nice to have a couple of hotkeys available just in case, but not very important in a prototype. It seems pretty cool, I like how the weapons affect movement quite a lot, although it would be cool for the movement itself to have more options (strafing, maybe a quick break, etc.)

No problem, and keep up the good work! I'll try Hellstar tomorrow, seems interesting.

Aah, I'm pretty sure that's it, then. Even on the main menu, the boxes were very close to the edges of the screen. I'm playing on 1360x768 and there is no "EQUIP" button. Here's how it looks.


(1 edit)

I've downloaded it yesterday, so I believe it's the latest version. And yes, it happened every time I tried (all game modes) and for the 2 different weapons I got to pick up.

No worries, looking forward to try it, if you fix it!

(1 edit)

I really like the artstyle! Unfortunately, the game becomes unresponsive when I pick the first weapon up. Or maybe I'm missing something? A textbox pops up with info about the weapon (and the cursor still moves and reacts to mouse-clicks), but nothing happens afterwards...