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(+1)

The general concept is fine, but I think the game would benefit a lot from some quality-of-life tweaks. In particular, adding extra highlight to items hovered over would help a lot (might be limited to a certain distance within the candle). Also, I had trouble grabbing the books for some reason, taking away some of my precious candle time. Finally, I'd much prefer if colour options were integrated with the game UI, rather than staying hidden away in the settings.

Unless you deliberately aim for a meta-screwy gameplay, the interaction options available to the player should be properly discoverable (and if you do aim for meta-screwy gameplay, it doesn't count until you need to edit a save file somewhere, I suppose 🙃).

I feel the game needs to provide a few more hints than what it currently does; in particular, the numbers on the books where an anti-hint since they didn't really matter at all, and it wasn't clear to me I needed to spell out the name of the person on the portrait. On that note, did you know that "Son Winter" is one of valid anagrams?

I really like the art and the voicelines were a nice touch too. I feel if the mechanics were polished a bit - and maybe there would be no candle extinguishing altogether (some could be used to measure hours) - the game could become quite approachable for casual players, which going by GDD seem to be one of intended audiences.

You are absolutely right about the UI being hidden, and my plan is to have a shortcut key to directly change between the three main colours, for a faster swap and a clearer view of what appears/disappear on screen. It's also aready planned a change for the candles as I have received many feedback about them being very short timed, and to help the players even more I'll implement some kind of more specific hint for each puzzle.

I really appreciate you taking your time to give me your feedback and ideas for the candles, I'll think about it, anyways thank you :)