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I was writing the comment saying I had encountered a bug where pressing on the big box didn't lead to a new room opening up, when I alt-tabbed back to capture a screen shot and realized the two cubes were also buttons.

An interesting little poetry generator. I wish the buttons were signposted and using the spacebar caused the mouse-over text to appear in some way.

It was also difficult throughout to tell which way the character is facing, so it would have been nice to have a front that was more exaggerated.

 I loved the mood and the language choices, and would definitely explore a similar space again if ther ewas more to do.

(+1)

Thanks for your feedback! I agree the small cubes can be hard to spot. I thought about making more distinctive shapes like arrows instead, so maybe I'll try something like that. Regarding text, I've used a tooltip function that activates when hovering objects, but the engine can't handle it without the mouse at the moment. It would indeed be useful to display text when the character is next to an object or activating it. I could also use an actual dialog window, but it would require more actions, so this will need more experiments. Also yes, the character is very nondescript, I'll probably add more distinctive features in a future version.

I'm glad you liked it, I think I'll try to expand the concept with a bit more roguelike components, for example having to visit several "rooms" on the same floor, in a less linear way, to make the stairs appear, and allowing to chose the kind of room that will appear by using items you collect when exploring (currently it's far from obvious, but chosing left or right triggers a different algorithm and create a different shape.)