A really pleasing combination of Snake and sokoban!
Gwen C. Katz
Creator of
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A very charming and engrossing game! I especially liked the word-guessing part and clever design choices like using the same spell name more than once. I did sometimes get stuck because I had the right word but wasn't using it in the right place (for instance I was really sure "lighten" should work on the statue that says "it's too heavy to move").
Gorgeous, moving, meaningful, and well-designed. Very much what I expect from you!
My only suggestions are just a couple tweaks with the presentation of the ending:
-The last name doesn't seem to lock since it's not part of a set of 3.
-I'd like to be able to see the web after the game ends--I had a wrong guess or two on the board still so I would have liked to see how it finally looks with only the correct guesses.
You've built impressively complex systems here given the time limit, but they do feel rough to use currently. I got stuck a lot of times on the interface (for instance, the instructions never saying "signals have settings, and you need to click on a signal to adjust the settings"). Still, building it at all is a real accomplishment!
Super addictive and the game feel is great!
But for me, I kept being frustrated by the fact that more expensive cards have lower average payouts per dollar than cheaper cards, and that always made me not want to go bigger. For instance I completely skipped Quick Pick ($1.50 per dollar) because it's so much worse than Fifty Fifty ($2.50 per dollar).
I was really happy to see an Ink game in this jam, plus the only proper locked-room mystery! I enjoyed the characters, who felt well-written and distinct. But I didn't really follow the logic of the solution--I wasn't sure either what their motive was or what clues pointed to that person. (For instance, I interpreted the fgnss havsbez snoevp nf zrnavat gung fbzrbar jnf jrnevat n fgnss havsbez nf n qvfthvfr, abg gung gur zheqrere jnf n fgnss zrzore.)
Not sure how much is because I didn't explore the game thoroughly enough to find all the clues (though I felt like I did!) and how much was because I just didn't make the right connections. (I played over several sessions so I couldn't look back at the transcript.)
While the implimentation is a little rocky, I do think it's a terrific mechanic--being able to take keys back after using them is really unique and had me really planning out my moves (I even drew a map!). I do think it would have been nice if there wasn't a softlock state, but hey, it's a prototype. I really hope you'll continue working on this!
























