Hi! Are you still looking for a project? I'm working on a puzzle adventure Olaf and the Crowning Hangover, script is around 28k words.
vmikhav
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Thanks! I will redo how levels start (player will need to enter a door) and it will let to replay levels as well. Demo has no save system on a purpose, of course full release will have it. "are we going to find out he somehow managed to destroy an entire castle?" - very close to it. "Completing a level (barrel level) unintentionally is a thing" - yes, that's part of the puzzle, some levels can be done in a "short" way when many items are still not "fixed".
Hi! Thank you for your feedback! I already made some efforts to let player understand rules without separated tutorials but for sure I'll think how to make them easier to catch, probably I'll display same stuff on the level somewhere.
P.S. Oh, I see now what did you mean by "if the player looks away". Tutorial plays every time you restart the level so I hope it is not that bad if you miss it once.
Hi! Art is very cute and puzzles are interesting. I noticed a few things that could be improved:
- When world map is opened, character and camera points to the first puzzle and then jump to the current one
- It would be nice to have some semi-transparent text popup that would tell that a new turn started
- Probably a bit more of SFX would make movement and actions more impactful
Hey! I believe we were on the same next fest. My main concern is how settings work with mouse - Apply/Cancel cannot be clicked by mouse, fullscreen checkbox cannot grab focus from mouse, mouse click is received by focused item no matter where cursor is at the moment and it is quite confusing. Also It would be nice to explaing in tutorial what do icons next to enemies mean.
Hi, thank you for your feedback! Levels do have names but they are reffered in story and not displayed separately, so level you are talking about is tavern's cellar. Regarding story - for full game we reworked script so there will be "long" and "short" routes, plus recently I added ability to skip whole dialog if needed. Blue ghosts are places where Olaf remember he was, so you need to visit those places to recover whole story. Probably I'll add some vfx to help to understand where is which type of ghost.
Thank you for your feedback! I appreciate it.
Regarding short-teleports - in fact Olaf's position is interpolated, but movement is fast, so it may still look like teleports. Barrels and boxes are currently parts of tilemap, I'll refactor that so they will have interpolated position too.
I think it's supposed to be part of the "Olaf is retracing his previous steps" gimmick
Yes, you are right. I think I can add popus over objects with possible direction when you are going to pull them, so it will be easier to understand what is going on.
Regarding restart level: I recently played in "So fart away" and liked how they implemented restart level, when you need to hold the button for some time. I think it will help.
Regarding buttons - I'll do some UI refactoring in overall, and will think how to make that modal better.
Thanks for kind words about writing! I send it to the writer. You can skip several levels and go to the sawmill, second part of the demo. I wonder what you'll think about Grimlark.
Apologies for my previous post. I was drunk when I wrote it...
That's what Olaf would say if he was a developer — and thankfully he's not! Instead, he’s the hero of a new sokoban-style puzzler Olaf the Boozer coming soon to Steam.
Olaf the Boozer is basically fantasy The Hangover as a sokoban game. You investigate the consequences of your epic pub crawl, fixing what can be fixed and making amends along the way. There’s a bit of mystery, one very angry chicken, and a nice time-bending twist on classic gameplay that keeps Olaf fresh.
A new announcement trailer is now on tap. And there’s a demo on Itch if you’d like a closer look: https://vmikhav.itch.io/olaf-the-boozer-demo
Hi! Thank you for feedback! I added a note to the game's description
Navigation - arrow buttons (also you can turn on on-screen buttons is settings)
Hint: Olaf will pull barrel or crate if he's standing on empty tile. To stop pulling you need to change direction. Red silhouette of a barrel/crate marks a place where object of that type should be placed.
Hi! I'm working on the hangover sokoban game https://vmikhav.itch.io/olaf-the-boozer-demo. There is no much to translate yet, but I'll add a detective story . Let me know if you would like to work on such project. Discord: vmikhav
Hi! I'm looking for a detective writer for my hangover sokoban game https://vmikhav.itch.io/olaf-the-boozer-demo (I expect storyline to be a mix of the "Hangover"
movie and "Guards! Guards!"). Also I'd love to make this game more available for japanese players. Let me know if you are interested in such type of projects. Discord: vmikhav











