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A member registered Apr 12, 2021

Recent community posts

The Militia card's picture clearly shows a pawn with red attacking arrows in four orthogonal directions. Meanwhile, hovering the mouse over a pawn on the board shows (using the same red arrows!) that it actually attacks in four diagonal directions. This is rather misleading.

Royal Loafers feels mechanically inconsistent with Cornered Despot; your gun fires from the square you moved from but your bullet count seems to depend on the square you move to? Also, moving into a single piece's check while firing at it point-blank range for a guaranteed kill triggers folly shields unnecessarily.

If extra turns don't cause you to be checkmated between your original movement and free turn, then any action granting an extra turn shouldn't trigger folly shields. I assumed for a while that extra turns were only useful to stall piece movement because of this.

I do love how well executed this very stupid premise for a video game is, but it could really use some kind of readme rules guide or in-game glossary. Chess puzzles don't fit well with trial and error ...

This game's level design is genuinely so good. Almost every puzzle has a unique set-up and solving them relies much more on deducing your overall goals and how you'll need to reshape the available pieces, rather than the rote block shuffling or trial-and-erroring dead ends that many sokoban style games devolve into. Progression even through a single level is rewarding as each realisation clicks into place and leads you towards the complete solution. The difficulty is high but always fair; there are no obscure interactions to miss or meta shenanigans to worry about.

I strongly recommend purchasing The Golem if you are a veteran puzzle gamer. The only downsides are the lacklustre BGM loop (muteable) and the awkward 'hold to rewind' control that can fail to undo a single misstep if you tap the button too quickly.

The way that blocks (attempt to) jump upwards before moving to the side confused me at first since it's not really explained by the instruction text and I'd assumed the bouncing animation was just a visual upgrade from the developer's previous free games. After figuring out the mechanic though, I'm finding Yugo's levels to be as cleverly designed and satisfying to solve as always from Qrostar. 

As a UI suggestion: It would be nice to natively rebind the undo hotkey to an unused mouse button.

This game's graphics are really good for its low resolution. Every scene is colourful and object distinct without appearing cartoonish. Secrets are subtle enough to blend in at first glance but don't require a pixel hunt to locate (and often come with contextual clues). Plus there's the visible day-night cycle that ties into several puzzles. The atmosphere and readability is seriously better than a lot of paid point and click games.

I haven't finished Spectacle yet so I can't comment as strongly on the puzzles; so far they're good. I'm just happy to find another polished adventure game that's focused on exploration and intuitive puzzles rather than NPC dialogue and pipe mazes or whatever. Thank you, devs, for your work.

Minor gripe: Please allow text writing to be sped up or automatically skipped in your next project. Double clicking everything to read at a comfortable pace is a nuisance.