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nhday

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A member registered 84 days ago · View creator page →

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Thanks for the feedback! We will be adding in forced combat encounters for mini-bosses and bosses, so the player can run past enemies to quickly solve puzzles but will eventually have to fight. The teleportation maze might be made optional to save the player time, but give them a power-up and access to lore terminals if they choose to explore it. Also maybe it will be better to add in something clear for the player to do in each of these rooms so their time doesn't feel wasted when they get into the wrong one. We will also make it more obvious to the player when they are able to teleport again and add in a robot to tell them that they need to rest between teleports. All of these problems will take a few more cycles of design and playtesting to figure out exactly how we want it.

Thanks for the feedback! I think switching to a four sprite visual for mirrors will be great. I do want to focus on danger avoidance more so than fighting, but we can still add in a few forced fight sequences. I think the auto attack system will look best in a boss fight where we have the player focusing on avoiding reflected lasers and projectiles while the boss's health ticks down.

A+ Concept, but dear god it's frustrating. Would appreciate a full screen option as well! 

We found the story to be interesting and funny with all of the "out of order" references. Gameplay isn't great but in a good way it just feels a bit silly goosey. 

We'd like to see some difficulty options, so that it won't give obvious ones, those with a number in the same column, row, or block as itself. Sudoku is a fun game and adding in the aspect of having to find the incorrect number was an interesting challenge. I'd also like if there was a way to turn off it displaying if your input was right or wrong in a box, i.e. not making the box red. 

The mouse sensitivity seems very high on the game even after lowering, and it was very jittery, snapping randomly to the ground or in the air. Once we got used to controlling it as best we could we had a fun time walking around the map finding the different objects. Even though I enjoyed evading the robots at first, their movement does become repetitive to the point of running in circles while the door opens. Overall, it's an enjoyable concept that just needs some fleshing out around camera glitches, and variety. 

Lots of Ideas We Had Didn't Make it Into This Jam So Here's an Idea of What the Final Game Will Include.

Planned Mechanics We Started On But Haven't Finished Yet:

Puzzle Mechanics:

  • Quantum Entangled Particles
  • Beam Splitters for Laser
  • Conveyor Belts
  • Knights and Knaves Logic Puzzle

Combat Mechanics:

  • Antimatter Weapons
  • Final Boss
  • Fighting Security Bots

We Also Want to Add Branching Dialogue, More Lore, and Sarcastic Scientific Comments About All The Laws of Physics We Are Going to "Bend".