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Yannick Gingras

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A member registered Dec 31, 2023 · View creator page →

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Good job! Check out what the priest has to say. He’s a big believer, but he might be onto something.

No online guide yet. Find the stairs (only one set that is not behind locked doors). Go down until you find a way to go either west or north, then come back up to see if the thieves are around. Good luck!

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I just published Minute Maze. It’s a small maze runner arcade game with mobile friendly controls.

I wanted something low commitment that is instantly engaging and has a short enough main loop that you’d be able to squeeze in a few games while waiting for the bus. I think I succeeded with that part.

I’m not super happy with the mobile controls. The virtual d-pad scheme definitely makes you feel more in-control and engaged than the flicking scheme that many maze solving apps feature. I show a d-pad anchor to make it easier to slow down by going back to where the original tap-down was registered, but it seems to be confusing my play testers. Should I force d-pad controls to be at a fixed location instead of being centered on tap-down? Any other scheme that you used to make virtual touch d-pad feel good?

I’m happy with the arrow and WASD controls. You can hold more than one key at the same time to grind a wall and slide into a tight turn.

Excellent! Do you know both version numbers? The one that didn’t have the outlaws and the one that did? I will see if something was wrong in the past and make sure it does not happen again.

Spoiler alert!

There are two ways to the surface from the first traboule. One is from the first level down, one is further west passing through a few maze levels. The outlaws should be in that second one. If not, then there is a bug and I will look into it! If you enable from the settings screen cheats, you can get back there quite fasts by teleport (from right click).

Oh yeah, that’s poor UI choice. They are definitely killable, but being cross-dimensional, they are not “typical” to anything. I will make this clearer in the next version. Good luck!

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Wow! Good job with your explorations. Vampires and ghosts are killable and will get you further along your quest(s). Chatting with people in town might hint at how it’s done. They should both have a typical health that is positive. You might have found a bug if it’s not the case. Please share a screenshot and I will do my best to fix it.

Amulets are active as long as you have them in your inventory.

Perception is not fixed. If you find a way to improve it, you might have an easier time interpreting your inventory stats.

There are two monsters with colour illustrations. Those were done before we settled on the more old-timey line-art/wood-cut style. The two will probably be redone in that style at some point.

Knives are not throwable, but daggers are. How to do that should be fairly obvious when you have a target in range. Long-tap/right-click might help. The dynamite is not throwable yet, but it will be in the future.

Not posting any spoilers here, send me a private message if you need further hinting.

I’m taking notes of your other suggestions for future improvements of the game. Thank you!

I agree that there are times when doing nothing would be the best move. Stay tuned, it might be there in the next release.