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There are a few known issues, we have jotted them down at the bottom of our itch.io page.  Those are something we weren't able to handle in time with the submission. 

When it comes to the menu, please make sure that you have picked up ("F" key, while hovering over the item) the 'start' button, which is the gray geometry at the bottom left of the title's box on the screen. Then you should move it over the text where it says "Something seems to be missing here..." and shake it a bit. It should just plop in place to where you are able to click it and start the game. 

About the keys we used, we chose the "F" key as it is very common 'interact' key in games where right or left click is occupied by other tasks, or if it is a more of a keyboard play style game. When it came to scaling sizes, the speed of scaling is set to a fixed variable, where using a scroll wheel will make the feeling of scaling bigger or smaller off, you will either scroll too fast or too slow where it wont match your scaling speed; so "Q" and "E" were decided to be applicable for our use, a plus of it being close to WASD, which are common for movement, and in our case used for that. 

Please do let me know if there are any inquiries. I am happy to help. :)

How was I expected to understand I was supposed to shake it? I tried picking it up, scaling, releasing, moving it over the other buttons but nothing worked. Maybe a "hint" button could have helped

I will agree with the fact that we did need some sort of UI with a button or on the HUD when it came to hints, we wouldn't be able to make the submission time if we resorted to making that work. So unfortunately it had to remain as it was, without any additional UI besides the menu. And even the menu after the build was made and pushed had an issue in it. So I do 100% agree with you that hints were meant to be put inside the game more obvious, we will for sure add it if development of this game progresses. As per the shaking part, that is only so it catches the point where it snaps into place, due to a rushed 2nd and final build, and changing anchor points in the menu, it messed with the positioning of the catch point, so the shaking is the best way to find the catch point to a naked eye. 

My apologies if you found frustration in starting the game, I really hoped you would've enjoyed the game play!